I did. That's why I specified "in my games."
I wasn't quoting you. I was explaining to Stainless Steel Devil Rat that his assumption about the rulebook description was wrong.
My assumption was perhaps a stretch, but a stretch based on game mechanics. A 25 point drawback must be equally sucky as every other 25 point drawback, or else the game mechanic is imbalanced. Making runaways be a 10 point drawback (reskinned Criminal SIN) was only a thought I was having, as I find it preferable not to just arbitrarily remove a character from the campaign to satisfy a drawback, even if it is one they bought for themselves.
So again I'm looking to see if I'm misinterpreting this drawback so I appreciate the feedback. If it does, as you say, apply to runaways, how then is the corp going to get those taxes? The runners aren't going to voluntarily pay them. They're likely using fake SINs anyway for their transactions, as they're trying to hide from said corp. And it doesn't make sense (from a game balance sense) that the taxes for the 25 point disadvantage are less steep than the 15 point disadvantage, if taxes are actually intended to be a penalty.
I did indeed see those suggestions about contacts friends ceasing to be contacts/friends in the writeup. But that's all assuming they ever find out in the first place. Up until that point, the 25 point drawback is just 25 free karma. And having one's contacts all wiped out after some event where the true ID is known is hardly worth 25 points, when you look at what you suffer through with 25 point allergies or addictions. The risk of being injured or killed (once) is in no way equal value to Sunlight or WI-FI exposure killing you all the time.
Crunch's ideas about handling moonlighters/dependents/retirees are perfectly sensible for the Corp SIN and more or less what I had in mind... I even like his ideas better than mine

However, if one were to also allow use of this drawback for runaway PCs, how would you apply it in-game
to make it worth 25 points? Roll Xd6 to see how many shadowruns they have before their expiration date? Just dice roll per session to see if the corp finally found them? Adapt the Overwatch mechanic to physical world actions, and when 'convergence' happens that's when the "Dead Man Walking" effect kicks in? Would you consider the drawback needing to kick so hard as to imperil the entire party to make up for doing nothing (in-game) up until then?