Toonces,
If you want to put an emphasis on chrome verses meat augmentation, you can always take a look at Cyberpunk 2020(NOT
Cyberpunk v3) and its whole idea that extensive modifications mess with your psychology.
Or, you could houserule that the genetech treatment that replaces essence holes a) does not effect Bioware and b)
works on Essence loss even when the CYBER-ware is still there. You could even make it into a sliding scale for the cost
based on the amount of essence being regained. I would still be inclined to say that there would be a cap of how much it
could gain back per implant(as I would make it basicly genetech to make your body accept that one particular implant better),
like say for anything under 1 essence in cost, a maximum gain back of 90%, with stuff higher then 1 doing something lower, representing that bigger implants are just harder for the body to adjust to.
The downside of this approach, of course, is that it actually means no reason for corps to develop Cyberzombies...or,
maybe, it is an outgrowth of the Cyberzombie research..that Cyberzombies are what you get when the corp wants something
this augmented out fast, while this process is longer, slower, and...more on a par with turning out a highly skilled Adept then
a quickly churned out killing machine.
Now, that said, I disagree with your premise that people do not build augmented characters due to ideas of guaranteed obsolescence, or sitting on their essence. Heck, I never do that. I have no problem, at all, inf act, taking a magic hit for an
adept or magician early on by taking something like cybereyes or synaptic booster(for Adepts, outright, synaptic booster is
STILL the best bet for improving your initiative. I have no problem dumping that 160K at chargen to give a combat adept
Synaptic Booster 2, which still loses me less Power Points then taking Improved Reflexes 2).
I am curious, though..it seems like you want your players to play a certain way. You seem to want to have everyone going in cybered to the max. Some players DO think their essence is too precious to waste, some do see the advantages to having some stuff waiting to get after chargen. However, there are also the ones who go in and build the character to do the best they can at the role they are wanting it to be. The chargen and karma systems do put a strong emphasis on making sure you have the best attributes you can out of the gate, as after you get out, they will be considerably harder to improve. As a player, my job is to push at the GM's comfort zone and NOT play the way he expects me to. As a GM, my job is to try and figure out what the players are going to do and make it a challenge for them, no matter how powerful they are. In fact, in my group, and I would assume other groups, we hold that it is not the gear, but how you use it. There are reasons why, for example, when I play a character with hydraulic jacks in my legs, the GM gets nervous. I LOVE the Eyedrone, as well...and I have done some horrible, horrible things with Geck-grips, smartlink, and a wirelessly controlled grenade launchers. A magician or adept is always going to get more power, sure....but that just means the Street Sam in the group gets more cunning. And, while the Magician or Adept get more raw power, the Street Sam expands more laterally, learning more skills, improving their attributes, in essence, able to do more DIFFERENT things then the Adept who can only do their specialization, or the magician, who can only do magical stuff. After all:
a powerbolt cannot go through a wall....an Assault Cannon shell with a Radar Scope not only can go through the wall, it can kill the mage on the other side.