I wasn't being flippant. I was pointing out that cyberlimbs are NOT the augmentations you get if you want better limits - their niche lies elsewhere. I strongly suggest you try to actually read people's posts before going off like that in the future.
Your reply came across as pretty flippant to me, so I can see why I_AM_ZHOUL!!! responded the way he did.
But anyway. Since I_AM_ZHOUL!!!'s had some suggestions, let's do something productive instead of slinging dirt, and let's take a look at the math.
B. Cyberlimb(s) add to your physical limit at a flat rate similar to Physical condition monitor as follows...
a. 1 Cyberlimb +0
b. 2 Cyberlimbs +1
c. 3 Cyberlimbs +2
d. 4 Cyberlimbs +3
This suggestion is pretty easy to calculate, and in my opinion you end up with a fairly balanced setup. See attachment for details.
For example, a human character who dumpstats both AGI, BOD, and STR, and who has four cyberlimbs (both arms and legs) ends up with a Physical limit of 5. A single cyberarm, regardless of the attributes of the limb, changes nothing.
With all 6s in physical stats the first characters physical limit ends up at 11, while a character with 6 BOD and 8 in STR and AGI (from Muscle Replacement or Muscle Augmentation and Toner at Rating 2) will have a 10. Cyberlimbs still cost more, however, so I think it's fair that they also do more.
A. The cyberlimb(s) attribute rating is averaged into the base stat (strength) before calculation on a percentage basis (25%/50/% 75%/100%)
This suggestion becomes a fraggin' nightmare to calculate, because you now have to factor in the attribute of the limb and average the stats before calculating the limits. Not so bad when you create a single character; much more difficult when trying to illustrate how this affects multiple scenarios. As a result, I'll do three array calculations; one each with the cyberlimb attributes at 3, 6, and 9, with the respective Natural AGI, BOD, and STR at the same levels for simplicity. Also note that I'm rounding up wherever needed.
Since the data here is pretty immense, I've attached a screenshot of my findings so you can all make your own conclusions. I personally find this approach to be relatively balanced as well, but much more time consuming to keep track of.
As you can tell, a four limbed character with AGI 9 and STR 9 attributes ends up with the same 11 physical limit as with the second proposed method, but must now take a BOD of at least 4. Four STR 3 limbs will actually HURT your limit if you have higher natural stats, which I think adds flavour and more accurately represents "reality".
After all, if a top-tier athlete (STR 6 AGI 6) gets cheap replacements (STR3 AGI3), should he really be able to move as if he still had his natural attributes? In my opinion, HELL NO; according to RAW game mechanics, apparently so. As such, I agree with I_AM_ZHOUL!!! in that in my opinion this is an area where the developers might not have considered the bigger picture, because the game mechanics fail to adequately portray what I think of as "reality".