So with Gun H(e)aven 3 out and flamethrowers brought to 5th edition, I'm again thinking about how my ex-ganger could put one to use... As she's always had a soft spot for the burny stuff. My first thought was, since she has skillwires, it'd be much easier to just get the skill to use them as activesoft. Not having the book yet, I assume they require a specific Exotic Ranged Weapon skill.
But then I was like "Wait. Could I really just go buy software to know how to use a flamethrower? That seems like it'd be kinda hard to come across..."
According to the book though, all activesoft is Availability 8 no matter what. I was thinking it'd be reasonable though, to houserule a bit of a shift in that. Skills that are very, very basic or simply very civilian (running, pilot groundcraft) would have a bit lowered, like say... 6. Meanwhile skills with especially dubious uses (like gunnery or locksmith) would be higher, and possibly Restricted. It makes sense, you know? I mean, it's kind of weird that skillsofts for lock picking and firing vehicle-mounted weaponry is available to every citizen, while the actual things required to do so are restricted.
One could make an argument that there's nothing actually illegal about simply knowing how to pick or lock, or how to kill someone with assault rifle. That is true; thankfully Lone Star cannot arrest you simply because you might know about something without a license for it, yet. But skillsofts are clearly tools, and you can't learn from them. In my mind, going to purchase an Automatics skillsoft is the same as going to buy an SMG.
Do you think my houserule would be reasonable?