Adepts don't have traditions, by default. That's something you choose for your PC for RP purposes if you want. Adepts are generally more akin to the sorcerers of D&D - their magic manifests as it does, simply because of who the person is.
However augmenting adepts is ridiculously good mechanicaly therefore people do it. If you made it the other way round Ie made adepts better than augmented adepts,
This is a meaningless statement in the context of our discussion. The choices the devs made in regards Powers and 'ware costs were (presumably) made for specific reasons. Part of the uniqueness and allure of Shadowrun is the blending of magic and technology in a world. If the two "worlds" were meant to have more enmity - to not work as well together - the mechanics would reflect that. If a character wants to shun 'ware, that's just as viable of an RP choice as mixing the two is, and I lied before, this is what I really wanted to say: for you to disparage someone's work done as a free service for this community (or anyone's build choice in general, really) over that is extremely lame.