I’m much more interested in characters that find ways to go around problems than going through problems – but any character has to be ready to help go through things at times i.e. help out in combat. I have nothing against characters that are primarily combatants, they just aren’t my cup of tea.
This is where the tyranny of initiative keeps biting me. It is dangerous to be in combat if you are too slow. Anyone expecting to fight regularly, in character examples from veteran players around here, seem to have at least two levels of enhanced initiative, sometimes with some secondary boost as well. But getting that much initiative tends to cost so much nuyen/karma/PP/whatever that it starts crowding out the cool stuff that was the reason I was interested in the character in the first place.
Say I’m imagining an adept that can cling to walls, jump and fall huge distances, glide over surfaces, hear ultrasonic motion sensors, see magical defenses, and when the going gets tough power his fists up with lightning—and I end up taking heightened initiative 2, combat sense, and only a fraction of the cool stuff that made me interested in the character in the first place. Or give up a broader range of skill competencies to have more resources to pay for more wired reflexes, or give up other cool qualities to have room for enough focused concentration to support a high level of heightened reactions. Or turn the mage into a mystic adept and dump all the starting karma into PP to get those boosted reflexes. Or, well, you get the idea.
I’m wondering, in your games, I’m assuming that samurai, gun-bunnies, and combat mages find ways to regularly score three actions per turn, but what about faces, general purpose mages, intrusions experts, and the like?