Something extra to add: ware CANNOT, in any way (as per erratta) boost you past the +4 attribute limit.
Additionally, move by wire does not have a normal rating increase. It has a specially called out levels. Lvl 1 gives + 3 init, lvl 2 gives +6 init +1 init die, lvl 3 gives +9 init + 1 init die. These are with a reaction bonus of +1, +2, and +3 respectively.
Additionally, something to remember. Ware is expensive as balls, and you need, at a minimum, priority C to be a technomancer. And that, should you take move by wire at chargen, you lose all resonance at that tier.
TLDR: Can you probably do some broken shit with this? Almost certainly. But it isn't even REMOTELY as bad as you guys are implying. It only affects a handful of ware that has variable ratings, most of which raises attributes which means it has a hard cap of +4. It doesn't buff implanted smartlinks. It doesn't make your cyberears suddenly able to hold more stuff. It does bugger all for your cyberlimbs. Most importantly, you need to have eaten the insane essence lost to get that ware, which means this should not be considered with anything close to a large dice pool (unless you are dealing with players actively trying to break the game, in which case, congrats: everyone loses in that case! Yay!).
Compare it next to shit like 1 karma quickening just all of the buff spells, and the fact that spotting TMs is now not super hard/it is now really goddamn easy to take out TMs powers, and I think you all are jumping at a ghost that isn't there.
Now the Groveler quality... yeah, that shit needs to go or cost ALOT more. It does more than reageants, and costs next to nothing to make fade just never an issue again. I've already banned that quality full stop.