Let me get this straight.
Using poisons is cheesing the system? Hell, she could have S1 and use a monofilament whip with a dicepool of 18 dice if we wanted to cheese this up.
We are not talking about a powergaming here. We're talking about someone making a character that she wants to build. So you are saying that instead of using, say, poisons, she needs to use shock gloves or make her weak character into a STR buff because that's how the rules work? The knowledge of how to poison knives has vanished from the world?
Just because we want to have a character that works outside the box we're cheesing the system? How the hell is it cheesing the system to take a weapon which has an ammo cost of a hundred nuyen per shot (injection dart with narcoject), SS capabilitity and a magazine size of 4 instead of, say, giving her Automatics 6 and an Ares Alpha with Explosive ammo? Could you please explain why this is cheesy? I would understand it if you were telling me it's something of a special snowflake thing, but cheesy?
Or talking about a melee option, there is little difference between having a shock glove and a poisoned dagger. Both need a "touch-only" attack according to the rules and both deal approximately the same amount of stun damage. Depending on the GM, the dagger might also need a new dose of poison after every attack.
And the throwing weapon being "cheesy"? The first message I got was that it was awfully bad and not worth it. But now you are telling me that being able to throw a Stunning shuriken to, say, seven meters is cheesy?
Chill dude. Everyone has their take on things.
For what it's worth, I think poisons are complicated and probably deserve their own chapter, like the Chemistry chapter in Arsenal. The first step is to determine what weapon will be used, and what poison will be used. Then there's poison acquisition. If you need to make the poison there's a list of steps there. If you need to buy the poison, there's a list of steps there. Third, you have to apply the poison (without dosing yourself, ideally). Then you have to deliver the poison.
So let's talk about each step, from a player's and GM's standpoint.
Step 1: Pick your poisonFrom the list of toxins listed in the book, there are only a few that really stand out as being viable for acquisition or creation (step 2). Additionally, you have to pick a toxin that matches your preferred vector (almost certainly injection or contact). Finally, you need to make sure the toxin isn't in the form of a gas - that wouldn't work for a weapon without very particular ammunition. So our list is thus:
Gamma-Scopolamine (non-lethal)
Narcoject (non-lethal)
Neuro-Stun (non-lethal)
Seven-7 (lethal)
Step 2: Acquire your poisonIf you're building your poison, you need to work with your GM to determine a set of rules to use. There are no rules for manufacturing chemicals (or much of anything else) at this point. If you're buying your poison, you need to find the poison and arrange a buyer. Then you have to actually buy the poison - this process is identical to buying any other illicit good, so I won't cover the whole thing.
Step 3: Apply your poisonDepending on what type of vector you're dealing with will help determine what type of weapon you're working with. Based on what weapon you're working with, you might be able to apply the poison to your weapon without any risk to you. But to be on the safe side, you should probably invest in equipment with a chemical seal and/or a gas mask. This will provide you with immunity in the event that you somehow screw things up with application.
Step 4: Deliver the poisonMy recommendation is to go with the Touch contact rules. The poison simply has to enter the bloodstream to be effective for an Injection vector. Thus, if you're doing damage you should automatically apply one dose of the poison with an attack. If you hit someone with, say 3 throwing knives coated with poison, then the target gets a triple dose. Whether or not ties go to the defender can be worked out with your GM, but I would rule that grazing is enough to deliver some poisons, so ties go to the attacker. Other people have different opinions.
Looking at this whole process reveals that the majority of poisons are going to be blocked by armor, and they're going to be non-lethal. So I don't see how the option is cheesy or overpowered or anything.