Informed the players of the general rules against looting and the community consensus against cybersnatching. They accepted it and will not move down that line of play any longer. But I did have to make a ruling for a few characters. There were a few people at the table who had taken points in cybertechnology and medicine, as well as taken street doc contacts for just that purpose that had to redesign a few parts of their characters. I didn't feel right making them keep the characters as they were after finding this information after the fact. I'm just thankful I talked one person out of playing Dexter. (I talked him out of it because he would be stepping on two other character's toes, not because of the cybersnatching thing.)
But just to argue the point, I wouldn't personally consider taking cyber or bio as excessive looting. I would consider taking the room sized nodes that used to have prices listed in 4th ed as excessive. Taking the living bug spirits from the creator and selling them would be excessive. Taking a deed and selling the land on the black market would be excessive. (And stupid, but that is a different point.) But taking the gear and ware off the dead isn't excessive, especially when trying to buy high level gear is so difficult unless you are paying 200%, 300%, or in rare circumstances 400% to buy something at a high availability... looting everything you can just makes sense. (For example, the suprathyroid has a 20 availability at 140K. One character at the table, after reading how gear is purchased had to redesign his character away from the suprathyroid in order to reach is attribute max.)
In my, albeit limited, experience looting guns, gear, and ware doesn't take me more than 15 min. So it really isn't a time crunch. Changing ownership isn't that big of a deal either. For a fresh character, assuming 12 dice on the test, it takes 8 hours a device. Most mods don't take the full week to complete, but lets assume on average it takes 4 days. So for the remaining days of the week, plus the off week most characters take, that is 10 days to change ownership. I'd give them 20 devices from one hacker. And that is only if Missions uses the Ownership rules when fencing loot. I cannot find in the book or FAQ where it says an item needs to have the ownership changed in order to fence it to a fixer or specialist contact. If it does, that puts another limit on fencing ware or guns for that matter. If it isn't required, it really doesn't matter if the ownership has been changed. When players justify their looting with spells like turn to goo or engulf, and skills such as medicine, cybertechnology, and biotechnology, letting them loot ware at (Base cost * 0.3)/5 to 7 I don't really argue it that much.
I accept the ruling against excessive looting to keep everyone on an even footing. I don't agree with it. Most of the arguments against it seem like storytellers taking extra steps to just make it more difficult to advance a character through cash. Selling ware isn't excessive looting to me, nor is it time consuming. And I can't find where the rules state we are supposed to use the Ownership rules for fencing. As far as characters being murder-hobos... Yeah, that is a good description of my gaming group. Most of the runners have some type of mental instability in general. So calling them what they are isn't really an argument to me either. And it really isn't unfair to me either. If other players do not take the steps that the players at my table have taken in order to safely fence ware without being discovered, saying players at my table are not allowed to do so is not fair to my players. If they take the skills, spells, and time to take and fence ware, they should be able to do so since everyone else has the same chance to do so as well. Yes, they are messed up in the head. And yes it is defiling a corpse. But they have yet to take ware off someone who hasn't tried to kill them. So they haven't hit the deep end of depravity yet. But that is my opinion. They have accepted not looting for future mods.