So are we pretending there's any character who takes cyberlimbs for the "gadgets"?
I'm of the belief that every mechanical choice should have a mechanical reason behind it tied to the fluff.
So I Look at cyberarms. What makes cyberarms stand out, mechanically.
1) They can have more armor
2) The can raise your stats above both max and their basic line
3) There's always a bunch of different "utility" functions you can instal into them.
4) They independently raise one limb
Then we look at it's bioware counterpart
1) It can raise stats above max farther then chrome
2) It costs less essence
3) It applies to the whole body, including limits
So the big mechanical "Hey, pick me!" things about cyberware are numbers 1 and 3.
Now, we want cyberlimbs to be something that FIGHT characters want. Currently cyberlimbs have a rather notable problem for FIGHT characters - they start at attribute 3, while your character might have way more then that; in other words, the limb actually
weakens your character. Furthermore, it is relatively easy to get Used Muscle Toner 3 to apply to your whole body, rather then a single arm at +3 Agility. Most FIGHT characters are going to want to use a two handed weapon - be it rifle or melee - and thus will need a minimum of two cyberlimbs, which would cost them 2 full points of essence - not a small amount.
We also want to minimize the "death arm" that people have been calling cheese for the sake of this argument. The "death arm" occurs because it is relatively easy to get
one cyberarm and max it out, especially if your normal physical stats are rather weak.
So we want cyberlimbs to be more attractive. The two ways to do that are to minimize it's problems and build up it's strengths. As mentioned, one of the issues with cyberlimbs is that they start BELOW where your stats would already be at, so having cyberlimbs start at your base stats rather then at 3 would make them better for FIGHT guys. This would also make the "death arm" less attractive - but still useful - for the weaker, non-FIGHT characters. Next would be to build off the strengths. Cyberlimbs are
already really good at armor. If you want more armor, cyberlimbs are fantastic at it, to the point of the dumb and cheesy Super Foot. So that point is fairly well maximized. That leaves the utility applications - the stuff bioware cannot do (again, the goal is to distinguish chrome from bio).
Thus my emphasis on the utility stuff. The reason people never grab the utility stuff is that they fill their limbs up on the "important" things - agility, strength, armor, and a gyromount. I would put forth that increasing cyberlimb capacity would allow that utility stuff to be used more, as it is currently mostly ignored. Think of it this way: in SR5, the number of knowledge skills characters get was cut down harshly. This was to try to push players to spend more karma on knowledge skills. Has that happened? Or do players simply shrug and go with less? Likewise, how often do players give up armor and the gyromount for a detachable hand?