So in the most recent Missions FAQ I noticed the change to repairing gear requiring the 2% cost per box of damage. Seeing as how there still isn't a lot of detail on how many boxes exist for the damage track on gear that doesn't have a given body score, this seems to be most important for drones and vehicles. Fair enough.
My concern is the line about repairing matrix damage that is now stuck out. Huh? So here's a typical scenario...
Decker starts hacking a host while runner team gets impatient he's hogging all of the time.
Decker rolls poorly on a check and the resulting failure marks him for all security to see.
Decker gets bludgeoned and deck gets bricked.
Decker sits out the remainder of the mission unable to... well... deck.
Granted an hour of downtime needed at a minimum wasn't always easy to come by between combats or situations where the decker might need his gear, but at least it gave you a chance of getting back in the action. Unlike other items taking damage or being destroyed, you can't exactly have a "backup" cyberdeck the way a street sammie might carry around a few extra weapons in case something unthinkable happens to the primaries.
Was this change intentionally trying to remove deckers as a viable option, or is there something else in the works here to give the equipment based classes a break? If I'm dumping all my nuts into one basket by being a decker and blowing more nuyen on a shiny trinket than I would spend on a helicopter, yeah it would be nice to have options if somebody overheats my gear so I'm not left worthless the rest of the game. So, why the change on making matrix damage unrepairable during a mission and only clearing the damage track during downtime?