I too agree with Big Peat, extra IPs are only a
must have if you're a combat oriented character. The cost to get them isn't any different than the costs related to every type of character being good at what they do.
All Faces spend points on social skills and contacts.
All Hackers spend points on commlinks and software.
All Mages spend points on spells and foci.
If you want to make a gripe that it makes all combat characters of a type the same, you're right to a
degree. All good street sams are going to have something to make them faster, its just common sense. One thing I do to help make characters seem a little more unique, is I urge my players to actually pick out names for their augmentations. You'll see this in the cyberware suites, example character A might have a
Transys Advanced Livewire (Wired Reflexes 2) implant while another might have an
Elmiser Lightning Rod
(Wired Reflexes 2) implant.
That said, you seem to be of the opinion that the problem with IP boosters is that it limits a characters other options to be able to take, but the character will still have anywhere from 1-4 points to spend on other augs (assuming everything is normal grade). That
should be plenty.
The only points I've seen made for getting rid of IPs that seems to hold weight for me is that the non-combat players tend to get bored. While this is true for all non-role characters (non-hackers get bored when the hacker is at work, non-faces get bored when the face is at work, ect.) combat tends to take a lot more time to resolve for most groups than most social and hacking scenes (usually their are fewer characters involved in hacking scenes so it goes by faster).
There are many ways to solve this issue though.
Two without changing the rules are:
- Pre-roll NPC actions (I generally roll out 5 to twenty of every action I expect NPCs to take in combat with everything from a -3 to +3 modifier and just work my way down the numbers to speed things up)
- Let PCs with no IPs left take actions for NPCs (usually this is done with friendly NPCs, but I've done it with enemy NPCs too and have found that my PCs are much more vicious than I am when attacking their fellow runners

).
Two rules modifications that I've found to work (although I haven't playtested on a large scale).
A). Split the normal unaugmented 1 IP with 2 simple actions into 2 IPs with 1 simple action each. This makes unaugmented characters seem slower and weaker, but keeps them from getting bored as quickly.
B). Have IP boosters grant additional simple actions instead of IPs. This method takes a lot of work to keep it from becoming overpowering. The way I played it (with some success), was that a player divided his simple actions by two and had that many simple actions on each IP (maximum of two IPs). This makes unaugmented characters extremely weak.