There's a character in a game I'm in who went the MBW 2 route. We talked about it a lot beforehand and on multiple occasions I just recommended he ditch it for the standard WR 2 + REA Enhancers 3, because I feel like skillwires are of extremely low value.
He went with it and likes it though yeah he basically had to totally build around it versus it being just something you add to the cart like wires reflexes. I recognize that MBW provides more consistency with initiative, but I just love dice spikes, and I'll take all the extra REA any day over skillwires. We haven't been in a fight since he joined the game so it'll be interesting to see how his Sam stacks up against the "traditional" wired reflexes Sam when it comes to initiative and the like.
So yeah I agree with you Hobbes.
MBW 2 will on avg perform on avg better than WR[2] +8+1d6 (11.5) vs +4+2d6(11)
Add Reaction Enh[3] and wired 2 is better at the cost of being wireless though you could get a router to solve that problem.
While I agree that stad alone skillwires are to expensive for what they do in MBW[2] you have an equal in initiative to WR[2] at a cheaper cost with the skillwires thrown in as a bonus. Getting the Skill Jack[4] while making the combo as expensive as WR[2] opens up for a wide range of things.
Personally it would only go on characters that have at least soft capped bot LOG & INT.
Add a trust fund so they don't need to worry about rent and get the basic subscription: now you have every knowledge/language at R1 albeit one at a time. Need the plans to modify your car-no need to buy them, just download it.Yes it will take a while to build up a library of level 4 active softs but how many do you really need? Each one you buy is like a 20 Karma skill(40000nuyen worth) with the caveat that you don't get to use edge. A decker w/LOG 8 and a R4 First Aid Active along w/a medkit 3 averages more boxes cured that a medkit 6 by itself. Yes, he's capped at 4 but the Medkit is capped at 6 hits period which means 4 hits healed maximum (just like the decker) but with fewer dice than the decker. (this assumes of course that the Decker has 6+limit in Mental and really how many deckers have you seen with a mental limit of 5 or lower?)