I haven't convinced everyone that Skillwires needed help yet. I figured that I could either A) go Expert or B) lower the entry cost, and I went with B for now. Spending Edge on SKillwires removes the one real weakness that they have, but wouldn't really help people buy in sinc ethe system's high cost and availability were the real hamstrings. By dropping the cost and lowering teh availability, it allows for people to dip a toe in (Skilljack 2 opens up Linguasofts and Knowsofts, a HUGE boon for a small cost), go in pretty heavy (Skilljack 4!), or all-in (Skilljack + Skillwirs + Chipjack) ... it nearly creates a new archetype, and certainly opens a lot of doors.
If it *still* isn't enough, some of the other things I proposed (I'd set Activesofts lower in prcie by a tad, for instance) might go in, or, yes, teh Expert System.
I'd rather be too cautious, where we could release another improvement later, than go in too hard and create something that everyone wanted. Keep in mind, I'm not on the rules team, so I tend to play safer with things than some of the others do, and I tend to leave things in GM hands more than some do as well. I was worried about some gear I put forth in Run and Gun, but so far there haven't been *too* many complaints there, other than one being too weak. Teh one I was most worried about I've never seen anyone MENTION, let alone take. So, I guess it was okay.
