Hm. Top Dog, I ... don't believe that applies to the actual disenchanting; I believe that applies to the channelling of the magic into creating reagents, which SHOULD take time - but I don't believe the actual disenchantment takes any time at all. YMMV, of course, and I do see where you get that from, but as that note comes after the 'you can channel yadda yadda' bit, I would expect it to apply to that step and that step only, especially since the test for the actual destruction just says 'if you succeed, it's destroyed'.
I have a counter-question: why do you assume that a magical tattoo can be implanted by way of modern, mechanical tattooing gear with no issue whatsoever? I'm not saying that it can't, but as I said - in bold above - it is thematically appropriate (because of the potential to screw up the magic) to return to old traditional non-mechanical techniques to implant the enchanted inks. I personally would apply a penalty to the enchanting/tattoo roll if modern methods were used.
First it's not as if "old school" inking techniques are going to take infinitely longer.
Second, monofilament whip weapon foci are a canon Thing, and made with no penalty or extra expenditure of time or resources. If this isn't an issue then I see no reason why making a tattoo focus with modern tattooing needles would be an issue. What matters is the person doing the job not the tools they're using.
There's also big enough demand that this is not going to be an impossible thing to find even with the stricture. That's folded in to Availability.
But hey if you want to be needlessly punitive at your table, do what you want.
First, I never said it'd take infinitely longer.
Second, here's the thing: yes, if you're playing Missions, 'poof it's done', congratulations, you got the gizmo if you can acquire it via availability, etc. That's fine. And if you play in that manner, that's fine too; that's your choice. If you're not playing Missions, and if your GM is interested in what shadowjack has been emphasizing, immersiveness, then whether or not the thing is likely to be enchanted is going to become a whole thing. See, Enchanting goes up against the Object Resistance of the item (telesma) you're enchanting. A monowhip is one of those 'highly processed objects', and so your Artificing + Magic gets opposed by your formula force + 15 (or more!!) dice, which makes it far less likely for some enchanter to just throw together an enchanted monowhip than, say, an enchanted knife or sword. So the chosen item
is important, and unless you're abstracting everything and just letting them say 'I want to buy X', and rolling dice then saying, 'it takes you Y days and Z nuyen, and now you have X', then yeah, it does matter. (I'd also be interested in finding where a monofilament whip focus is found in the book - yes, you CAN make one, but I'm pretty sure nobody in either fiction or examples
has. Not really the point, though - yes, you can make one. Yes, it's effing difficult. And honestly, no, I wouldn't charge only its cost for it, I would charge commesurately for that 15+ dice opposed test difficulty, but playing blandly by-the-book, hey, you can buy just such a thing. Go to.)
"But what about inks?" Hey, inks are about as low-tech as you can get, right? So that's a low Object Resistance. Yes, sure it is. And no, there are no clear rules for the time it takes to tattoo the inks into you (or even whether that's part of the enchantment itself), or whether or not using a technological method to implant them is going to do anything bad. So sure, your argument holds a complete bucket of water, and if that's how you want to treat your world, that's fine - you can stroll down to the talismonger's shop, buy some 'ink du Astral Perception Qi Focus 4', zoom over to the friendly neighborhood tattoo artist and select 'blazing skulls' as the design, and he'll just zap 'em right on.
I prefer not to do that.
I prefer immersiveness; I prefer to tell a story, even when it comes to the 'sideline things', because to me, and in my experience, that's what makes the world interesting, what makes it real to the players behind the characters. That sort of thing helps people to treat the character as a character they play, not as a sheet of technical information they game against the system. I want them to sit in the sweat lodge for days while the shaman who is preparing their tattoo lays the ink into their skin. I want them to listening to him chant as he tap-tap-taps the wood or bamboo or whatever under their skin, leaving the ink behind, weaving the network of the magic; I want them to be a PART of it. I want them to have to help the master sword-smith for the first three days of him making their sword. I want them to have to help their contact get the hard-to-get item for them, whether that's running interference with a shipment, or playing bodyguard while he negotiates.
I want them to have fun, and I want it to be interesting, so I don't want it to be a 'you talk to the fixer; you get the run; you talk to a contact; you do the run; you get paid; you buy stuff; you talk to the fixer; you get the run ...' loop. And this sort of thing is how I do it.
If that doesn't work for you, fine, but please don't imagine that it's punitive, needlessly or not, because it ain't. Don't confuse 'flavor' for 'screw you'.