Being able to fire only one arrow isn't really much of a drawback - all weapons (well, all everything) is limited to only a single attack action per initiative pass. Granted, those can consist of multiple bullets (with full auto) or multiple actual attacks (by splitting the dice pool), but guns can't really attack more often. In fact, many guns are single-shot (which means they don't have the split attack or automatic fire options).
Augment addiction always seemed difficult to me. I guess it's easy to roleplay - you keep looking at the new chrome catalogs, and installing new 'ware whenever you can - but the rules don't really mesh well. I'd say give withdrawal symptoms if he goes too long without installing a shiny piece of chrome, but then the time before you needed to start rolling would have to be a lot longer.
Overbyte is essentially correct about limits. You use your inherent limit when using a skill (and, generally speaking, only with skills), unless you have a piece of gear (such as accuracy on a weapon, or ASDF on a cyberdeck) that sets the limit otherwise.
There's a caveat though - some gear doesn't replace, but adds to the inherent limit. The gear does clearly mention that, though, but it means that gear doesn't always replace inherent limits outright. For example, visual augmentation adds to the mental limit for perception, and medkits add to the mental limit when treating someone with First Aid.