For a while, there's been a lot of talk around this issue, but I figured it'd be nice to gather it all up, sit down, and chew the fat over a few weeks. Moving away from "Everyone can hack everything" to "Hacking is hard and you really need a Decker around" is a move away from the 4th ed style and more to a 1st-3rd ed style. Obviously, this doesn't sit well with *everyone*, but it's a design decision and one that I, personally, support.
But how much should a deck cost?
Here, we get into both design elements (How much of an 'archetype tax' is there?) and in-world continuity (Do you want to have scrappy teenage streetpunk deckers? Only elite corporate black opps deckers?) Is this something for high schoolers or is this something that requires a BIG investment? Do you want to allw a mid-range decker subtype, like a Face who dabbles in hacking or a 'combat hacker' who mostly shoots but also decks, or do you want to push Deckers only? (We're skipping over Technomancers for now. I'll talk about them at a later date.)
I always liked having an entry-level deck, a mid-range 'This is for most starting deckers', a high-end 'This is for Resource A deckers only", and then a deck or three that were out of reach for a starting character, but, other people have mentioned wanting better toys right out of the gate. Some people don't like teh low-end decks on teh grounds that no one would take them, but others have a problem with any deck being so expensive that it's more profitable to track down deckers and steal their gear than to go on actual missions.
SO, lots of angles here, lots of elements, and plenty of things I want to discuss (After hearing from y'all first, mind!) ... but I want to try and keep focus on, in essence, teh 'entry cost' for Decking, not so much the rules on Decking themselves. Decks, skills, and so on, teh Decker 'elements' as it were. (And, again, try to hold off on Technomancers by and large? That's a whole other topic,)
Try to keep it civil gang, and I'll try to pop in often to chat.