Unless specifically state otherwise, net hits always add to damage. To my knowledge, nothing states that tasers/stick-n-shocks/lightning guns of doom don't get to add net hits to damage, so they do.
If it were intentional for them not to, it would be intentionally stated that they do not.
"Cybernetic modification is commonplace in 2072. Bodyshops offering minor procedures can be found in every strip mall, and recent advances in cybernetics have brought down the price of once-costly procedures, making cyberware even more readily available to the masses. Even the poor might have cybernetic vision, hearing enhancements, or a datajack." -SR4A p338.
What are minor procedures? Hearing/vision enhancements? Datajacks?
"Augmentation is now par for the course in many job markets, from office execs and media snoops to military types and construction workers. Skilled labor can now be bought for the price of a set of skillwires and some software." -Augmentation p17
Yes, skillwires are commonplace. Max cost of 10k.
"Except for the Fast Response Teams, the officers are generally lightly augmented, proficient with firearms, and have passed a six-month training course. More and more of their officers have skillwires, to allow for broader deployment opportunities, and their six-month training period has been augmented with the liberal use of knowsofts and linguasofts for their street patrols." -Vice p179, on Lone Star
Lightly Augmented and skillwires. Check.
Again, Lone Star has not been known for waring out their officers. Sure, a light mod for thermal vision, maybe some professional grade skillwires (6k). Minor tweaks. All a far cry away from anything resembling combat implants. There combat units are another story FRTs should be equivalent to the FBI units from Ghost Cartels, but players have gone and slotted the job if they're having to deal with FRTs.
Wolverine is a different case entirely from Lone Star. Wolverine patrols in Full Body Armor at a minimum and tends to use shock and awe tactics for controlling gangs and other criminal elements. They do everything they can to get people to take on augmentations, then they basically own the officer for five years (takes that long for the loan forgiveness to kick in from the augmentations).
Light augmentations are everywhere in 2072, but heavy duty augmentation like what runner use, even staples like wired reflexes, muscle toner, and muscle aug are not common enough to be considered a given for standard police officers. After all, the Lonestar officer's job in case of coming into a firefight against people with combat augmentations is to call in backup take cover, and maintain visual if possible.
Bottom line for most corps is that most augmentations can be easily replaced by using other tech that is able to be transferred between employees much easier (and cleaner) than ware. Instead of eye mods, glasses and/or contacts, or even a helmet HUD. Instead of an internal biomonitor, one attached to the commlink that is integral to their patrol vest. Instead of wired reflexes, an auto-injector loaded with Jazz. Instead of a datajack, trodes.
Skillwires are, admittedly, one of the elements that cannot be easily replaced with other tech, and that's why they are found in abundance with corp employees. Between their cheap cost and the cheap investment (the company really only needs one program coded that it can then copy across all it's employees), it's a perfect deal, but it doesn't really help in combat application much
Yes, some people create piles of numbers rather than characters, but this is not the same process as optimizing a character (well, depending on the level of optimization). It is absolutely possible to create a skilled, even an expert character that still has RP potential, personality, and some degree of realism. Under the BP system this isn't perfect, since you can't give characters all of the skills that they should logically have. This is unfortunate mechanics-wise, but hardly cripples RP.
The point that gets often overlooked that was being made is that making a character with intentionally not-optimized characteristics due to RP is just as valid a way to make characters, and just as common. Some people design characters by the numbers and other people design characters by what the numbers mean. If your character has barely professional training with firearm then there really isn't any reason for you to have a Firearms over 3 RP wise, mechanically sure, it's a good deal to take it to four, it's not that many BP out of your allotted 4, it's easy to change the concept to fit with a higher level of training, but if you stick with the RP description of just professional, then leaving it at 3 is just as valid of a decision. A character throwing 10 dice at shooting is still better than an average human with elite skills and on par with an average human with legendary skills.