Max rating 6?
I think that is pretty acceptable if so. Is there detriments for the magically active that use them?
Max 6 and they do not mix with awakened characters at all, giving a dicepool penalty for everything related magic and also reduce the force or anything sustained.
When we are talking rules, we also have:
- A toxin that shuts of magic. Not only a penalty but a complete inability to cast, astrally perceive, etc.
- A slightly cheaper version of beta cyberware which is always obvious and loses its wireless capabilities (as if people will miss that...)
- Spells that strips abilities from spirits and dual natured critters
- Adept powers that switches an attribute with their magic or adds that to damage
- Adepts being able to use Elemental Body without rolling for drain and instead take low unresisted damage each turn
- Ability for technomancer to go cold-sim