If your group likes somewhat realistic play, likes a world that is continuous, likes to see their characters face their own actions, then do something similar to what I did.
Except that their characters didn't face their own actions, and the world wasn't very continuous; why? Because you fucked the character so hard the player tried to backtrack (and claim it was a joke), and then
quit instead of running with someone so gimped.
Your idea of realism ended up, instead, making the entire thing a non-issue by breaking the character and removing it from the game. How much deep, serious, role-play ensued when the Adept's girl was no longer a PC, and instead just turned into someone he got his nuyen drained by? How "continuous" was your game when you had characters dropping out and new ones coming in, because you'd bullied them into quitting by arbitrarily scribbling all over their character sheet?
If not, gloss the whole thing over and act like it never happened. If neither option seems like your group's style, find some point in the middle.
I would argue that in
your campaign it's like the "whole thing" never happened, because you went overboard with the modifiers, and the character who dared to "thumb her nose" at you quit and
made it a non-issue.
Rather than gloss it over, you dwelt on it so ferociously she felt (a) she had to try and lie and backtrack away from it, and then (b) her character was no longer worth playing after what you'd done to it. How is that a win? How is that a good thing for a campaign? When you use phrases like "she wasn't happy," and "she wanted to play her character, not the one I'd made," and "it was ______ that finally
broke her," those should be red flags, not things to brag about, in my opinion.
The implication of your last few posts is that my games are all bubblegum and rainbows, where players are never challenged, where actions carry no consequences, and where player decisions carry no weight. This is the part where I'm supposed to whip out my own e-penis, and we compare GMing history, time spent with the game, how large our gaming groups are, and then we both end up looking retarded. I'm gonna skip that.
Your assumptions towards my games are pretty silly, but the difference is that I don't
break a character. I push them, and bend them, and let the dice fall where they may, with challenges, difficult combats, moral choices, etc, etc...but I'm careful to keep it from being personal (I don't worry about folks "thumbing their nose" at me, and take it as a challenge), and I'm careful to keep it at the level where characters are challenged, but not punished so severely they retire a character rather than want to keep playing. You bend 'em, you don't shatter 'em. Anyone can throw the whole Sixth World at a single Shadowrunner, or even a team of them, until the GM "wins." That's easy. It's also bullying.
If someone's character is no longer in a game I'm running, it's because that's where the dice fell in good, clean, combat, and they died. Not because I arbitrarily changed their character sheet until they "broke" and didn't want to play any more.