My personal view is that Skills A is only a trap if you don't also take B or maybe C in Attributes (like if supplemented by cyber or a metatype with good starting stats).
As skill + attrib is the base for skill pools, having a high skill pool but low attributes often gains you very little and often leaves gaping holes in the build like poor physical resilience, i would suggest rebalancing Skills + Attribs slots.
Not all characters benefit from large skill pools, often a character concept requires them to be good at just one or two main things (combat adepts/street sams etc) and Skills C is more than enough, but there are a host of char types that benefit from a large skill pool to draw on, especially if you're in a very small team (like 1-3 people, one of whom is a pure decker or whatever) and have to cover a lot of ground, or if your concept is more of a generalist or lone wolf. There are some really good generalist builds out there ( i had a thread open a while ago on the topic) which are more than playable in shadowrun and for me, that kinda proves that Skills A is viable for at least something.
Here's an idea of what i'm talking about:
Priorities:
A-Skills (46/10)
B-Attribs (20)
C-Resources (140k)
D-Meta (human, 3)
E-Magic (0)
Attribs:
BOD 3 (+2)
STR{4}(+2)
AGI{5}(+3) 20/20
REA{7}(+3)
CHA 4 (+3)
INT 4 (+3)
LOG 3 (+2)
WIL 3 (+2)
EDG 5 (+3)
ESS 6
MAG 0
Qualities + Karma:
Starting +25
First impression (-11)
X2 R2 skills (-12)
SiNner; National (+5)
Distinctive Style; scarring (+5)
Martial art + 1 maneuver (-12)
Mild, uncommon allergy; Antibiotics (+5)
Contacts (-5)
Net=0
________________________________
Martial Arts:
Quarterstaff fighting
+Jiao Di (-1 penalty to knock down)
+Sweep (inflict full damage with knockdown as stun)
________________________________
Skills:
Groups:
Stealth 5
Influence 5 10/10
Individual:
Computer 5 (Matrix search +2)
Automatics 5 (SMG +2)
Locksmith 5 (Maglock +2)
Con 5 (Fast talk +2) 46/46
Clubs 5 (Batons +2)
Perception 5
First aid 4 (Gunshot +2)
Forgery 3 (ID +2)
Gymnastics 1 (Climbing +2)
Karma:
Pilot ground 2 (6 karma)
Pilot air 2 (6 karma)
_________________________________
Gear: 140,000 NY
Cyberware:
Augmentations:
Smartlink 0.2ESS 4,000
DataJack 0.1ESS 1,000
Wired reflexes(used) R1 2.5ESS 29,250
Reaction Enhancers(used) R2 0.75ESS 19,500
Muscle replacement R1 1ESS 25,000
(89,250 spent -4.55 ESS)
_________________________________
Electronics + ID:
Erika Elite Commlink (DR4) 2,500 3050
+Sim module, hot 350
+Trid projector 200
Meta-link Commlink (DR1) 100
Fake SiN R3 7,500
+Fake Weapon License R3 600
+Fake Cyberware License R3 600 8700
Glasses R4 400
+Vision enhance R1 500 1675
+Low Light 500
+Flare Comp 250
+Image Link 25
Earbuds R2 100
+Audio enhance R1 500 850
+SSF R1 250
14,275
_________________________________
Weapons, Armour + Clothing:
Telescoping staff 350 450
+Personalised grip 100
{7 DV/5 ACC/Reach 2}
Ares Crusader II 830 1330
(integral gas vent 2, smartgun)
+Folding stock; powered 50
+Vision mag 250
+Flashlight 50
+Concealable Holster 150
{7 DV/ACC 7/3 RC}
Ingram Smartgun X 800 1115
(integral suppressor/gasvent 2/smartgun)
+Folding stock(powered) 50
+Personalised Grip 100
+Foregrip 100
+Sling 15
+Flashlight 50
{8 DV/ACC 6/4 RC}
Ace of Coins Jacket (arm 7) 2100 2600
{+3 social limit, +1 social DP}
+non-conduct 2 500 2/10
Lined Coat (arm 9) 900
{-2 concealability modifier} 1400
+chem protect 2 500
Helmet 100 350
+Image link 25
+Microtransceiver 100
+Radio signal scanner 100
+Flashlight 25
7245
_________________________________
Vehicles + Drones:
Suzuki Mirage 8,500 10000
+Morphing Plates 1000
+Spoof chips 500
MCT fly-spy 2,000 3000
R3 sensor suite
+Camera (low light 500)
+Omni directional Mic
+Laser Mic (SSF 250)
+Directional Mic (SSF 250)
+Olfactory
+Motion Sensor
+Ultrasound
+Radio Signal Scanner
13,000 123,770 total so far
_________________________________
Tools + Misc:
Locksmith kit 500
Disguise kit 500
Forgery Kit 500
Medkit R4 1000
Gecko kit 250
Autopicker R4 2000
Cellular glove molder R4 2000
Middle lifestyle (1 month) 5000
Squatter lifestyle (1 month) 350
-Dangerous area
-Cramped
Casual Clothing 50
Smart Clothing 250
14900 138,690 total so far
Silver Credstick 20
-130 spare NY from chargen embedded
_______________________________
Machine Pistol;
120 regular rounds 255
x3 clips
SMG;
130 regular rounds 275
x3 clips
40 explosive rounds 325
x1 clip
40 Stick'n'shock rounds 325
x1 clip
1180 140,000 total
_______________________________
Knowledge skills: 14pts
English N
Spanish 2
Chinese 2
Japanese 2
Area Knowledge 2
Gang identification 2
Bars and restaurants 2
Politics 2
_______________________________
Contacts: 12 pts + 5 karma
Fixer 4,3
Journalist 3,2
Decker 4,1
_______________________________
Limits + Dicepools:
Attack, SMG: AGI 5/Weapon 7/Smartgun 2 = 14
Attack, staff: AGI 5/Weapon 7/Reach 2 = 14
Con: CHA 4/Skill 7/Quality 2/Armour 1 =14
First Aid: LOG 3/Skill 6/Eqpt 4 =13
Locksmith: AGI 5/Skill 7 =12
Data search: LOG 3/Skill 7/Hotsim 2 =12
Pilot, hot-sim: REA 7/Skill 2/Hotsim 2 =11
Perception: INT 4/Skill 5/Enhance 1 =10
INI, Meat= 11 +2d6
INI, Hot-Sim= 8 + 4d6
[Mental] 5
[Physical] 7
[Social] 5