Where is this plus eleven armour coming from?
2 used feet, 1 used left hand. All three enhanced with +3 used armor
1 full right arm. customized with +3 agility and enhanced with +2 armor and +3 agility
= 87k nuyen and less than 2 essence
The investment would be vastly higher if he want to get a positive dice pool modifier of 8 dice on his pistol skill and +11 armor using other augmentations, adept power and/or spells. The benefit is simply too great for the relatively small cost (which is pretty much the definition of something that is not balanced).
Here, let me put it in perspective; 2 essence is basically the same as 2 power points (at least for a physical adept that mostly only use his first magic points at chargen for free power points anyway). For 2 power points an adept decker only get +4 armor
or a positive dice pool modifier of +4 dice to his pistol skill. If the adept decker instead invest less than 2 essence (and indirect also 2 magic and 2 power points) in augmentations he get +11 armor
and a positive dice pool modifier of 8 dice to his pistol/automatics skill.
With my proposed house rule he would only get +5 armor and a positive dice pool modifier of +6 dice to his pistol/automatics skill. Still powerful, but at least it is not
as abusive.
...that is easily countered by your table having a GM.
Why would it be countered by a GM if it is working as intended??
..or are you agreeing that cyberlimbs
can be a bit abusive (in some special situations)?
...you can no longer get three ranks for strength...
Yes, there are other stuff a Decker could use the extra capacity in his arm for instead of a gyromount (internal Cyberdeck comes to mind)
- but why would a mentally focused character (like a a Decker) ever want to enhance the arm with strength...?
(Note that having the ability to run and at the same time use suppressive fire with a machine pistol or sub machine gun without a negative dice pool modifier should not be underestimated. When you are running you get a positive dice pool modifier of 2 dice to avoid getting hit from all attacks [including melee] and ranged attackers all get a negative dice pool modifier of 2 dice to hit. It also last the entire combat turn until it your time to act again in the next combat turn... all it cost you is your free action - running basically act as spending a simple action to Take Good Cover - without the need to spend the simple action...and without the need for Good Cover to hide behind or ending up without defensive cover if flanked).
Odd, I have yet to see a hacker take one in 4E or 5E.
ProfessorCirno just showcased his decker

But he could have done more.
Going Human E and Magic D for example
- Spend up to 3 or 4 Essence worth of augmentations
- And then spend Karma to raise his Magic Rating from 0
This either give him free Power Points(!)
...or give him the ability to cast utility spells (who needs stealth skill and a physical limit when you can cast improved invisibility and stealth spells)
...or the ability to summon spirits(!)

...people I play with tend to stick to the shadows and stealth. Stealth needs agility. They also have a tendency to have to climb around, which again uses agility. Lockpicking isn't uncommon for them...
Yes, the arm of awesomeness is not really going to help your Breaking & Entry-expert much since she will almost exclusively depend on her physical limit and having overall high natural agility and strength ratings (and after that she is probably augmented or enhanced even further).