Fiction and in-character JackPoint banter about nanotech and genetech starts on page 130 and goes on until page 145 where actual nanotech rules start. Rules go on until page 155, where genetech rules start.
There's some pretty sweet things in there, particularly for riggers and deckers. If you were to start the game with Intuition and Logic of 5, you could boost both to 6 with bioware (Cerebral Booster 1 for 31,500¥ and Cerebellum Booster 1 for 50,000¥, total of 81,500). During the game you could then add a set of rating 2 limbic and neocortical neural amplifiers (soft nanite systems which gives +1 dice pools to intuition and logic based skills per rating, respectively, for 7,500 per rating, for a total of 30,000¥). In order for these systems to not degrade you'd need a rating 2 nanohive for each (10,000¥ per rating times two for a total of 40,000¥).
For 151,500¥ and a mere 1.2 Essence (standard grade) you'd get +1 to both Logic and Intuition, +2 dice pool to all skills linked to Logic and Intuition (and a Mental limit increase for the same), and the ability to get an additional +1 dice pool if you'd be willing to run the nanohives wirelessly. That's a significant boost for a decker whose skills are already 6 or higher, since raising each hacking skill by 1 would cost you (6*14=84) karma, the equivalent of 168,000¥. The nanohives and neural amplifiers alone would only run you 70,000¥, in return for +2 dice to as many as 26 skills, not counting knowledge and language skills.