Isn't that the typical course of Shadowrun discussion, though? The rules put in some particular idea like gear being spotted by one kind of fancy tech or another and don't explicitly lay out the when, where, and how that fancy tech gets used, so the assumption mill starts running and before you know it every location that isn't crime friendly or explicitly decrepit has MAD scanners and on-sight security teams with all the latest tech and with dice pools to use it that push characters to max out their "you don't know I'm a criminal" dice pools just to feel like maybe they might occasionally actually get away with the kind of crime that is happening constantly according to the setting description.
And yeah, it's really difficult to see the increase in utility of wireless in 6e when you are actively discounting and/or undoing the changes made to the rules that affect things. It's also a little blurry of a subject, for me at least, because the ability to screw with someone's wireless gear seems a lot more straight-forward now than it was - but the ability to foil that and/or recover it also being straight-forward and relatively low cost wins out, I believe.
Still waiting to see how my players feel on the matter, since they have historically skipped out on all wireless bonuses because the risk didn't feel worth it and we've only got a few sessions under our belts so far with SR6 because schedules have gone janky lately.