Cyberlimbs are complicated.
I've gone back and forth. The Cyberarm of Awesome annoyed me in 4th Edition but didn't bother me in 5th Edition. I respect that 6th Edition is trying to introduce some caps so that Sir Derps-a-Lot the Decker - who doesn't have the coordination to pick his nose successfully - doesn't turn into a surgical assassin when he picks up a pistol simply because he has an Agility 9 cyberarm.
A lot of this comes down to opportunity cost. In 6E you can have an arm that's maxed out in Strength and Agility, but at the cost of not being able to fit in other toys like armor and cyberspurs. (Of course, Strength barely matters anymore if you're playing by the rules as written, so leaving the cyberlimb at Strength 2 barely impedes you and frees up capacity for other things. But I houserule extensively so this is cold comfort for me.) As such, it boils down to personal tastes about how much a limb should be able to do, which in turn leads to questions about what's fun vs. what's realistic and what your preferences are on that spectrum, or even a debate about what qualifies as 'realistic' in a futuristic cyberpunk setting with heavy fantasy elements, which is why I said cyberlimbs are complicated.
That said, i would agree that 6E has gone too far, especially in comparison to other viable options. I have a four-cyberlimb sammy in 5E that I couldn't make work in 6E, so off he goes to the retirement home to be replaced by Mr. Used Muscle Replacement 4.