And, allow me to, if I may, attempt to clarify Shadow's point. "Fewer options means more variety" is obviously a counterintuitive argument, but it's not automatically wrong.
On the spectrum of character builds, with regard to combat, there's a continuum: "combat-focused" vs. "non-combat focused" (many mages, hackers, riggers, faces). The former have automatic guns or powerful spells or highly optimized melee skills and adept powers, and they ALL have several IP's. the latter NEVER do.
So in combat, what happens? The non-combat characters duck and cover, and don't do a goddamn thing during a firefight. This leaves the "combat-focused" end of the continuum in the fight.
In a non-IP driven game, the non-combat characters might be more inclined to stick around and fire a shot, and most likely being in Full Defense a lot, but doing something. The pussy characters can't shoot well, but they can fire a couple of bullets, and it's a thrill if they get in a lucky shot. So instead of 3 over specced gun bunnies and 3 non-participants in a firefight, you now have 3 gun bunnies and 3 lousy shots. This if I understand correctly is Shadowjack's "more variety".
Or it could be this: Not being obligated (by virtue of being a combat character) to spend 3 or 5 Essence (or Power Points, or w/e) on IP's, could free up more Essence to spend on more interesting and varied augmentations.
Either way, Initiative Passes are in my view fake variety, because every combat character is obligated to have them.