I think the table and the GM has the largest hand in if "Power gaming" comes into play and how much.
After all, it is the GM that sets the tone and tempo of the table, has final say on the characters he allows in, crafts the story, and dictates what needs to be rolled, and when, and with how many dice.
So really, talk to your GM! Or GMs... or those GMing... or thinking of GMing..... or, yea...
Why do I say this? Well, it's been my experience after 30 years of gaming (Has it been that long already?!?!? Longer? Wow!) that it really is the GM that sets the pace.
I have played in groups of wooden players... You know, the ones who just sit there, not saying anything, or moving until there time for the dice comes up. They talk along the lines of "My character does <insert action>" as a response to every question.
And, I have played in groups where the moment you sit down, EVERYTHING you say, is your character speaking. (Makes for some interesting game sessions, let me tell you!)
And, I have even played in a group where the GM had a cape and a wand! (and I really, really hope a tin foil hat! Cause THAT would make sense with that bozo...)
The point is, every time the game was dictated by the GM. Some where great games, some where crappy games. Some where crappy games by great GMs, and others where great games by crappy GMs.... But it all starts with the GM.
Look, we all know the power and responsibilities that come with GMing. Some are good at it, some are bad at it. And without breaking down and writing a book on the topic, lets just say "There are as many styles of GMing as there are Stars." And there is no right or wrong way to GM...
As long as the table is having fun.
But, there are certain... shall we say "styles" of GMing that lead more to a "power gaming" feel to the games they are employed in (Not just speaking of SR here. I will try to point out systems that suffer more or less as I go...)
1: "Challenge The Group"
Lets face it, conflict is at the heart of every RPG and MMo. Why? Cause deep down, shooting things in the face is fun! We all love feeling like a bad ass and doing things that socially are just not allowed. (like shooting that annoying clerk in the face). At the heart of it, RPGs and MMos are about conflict, be that a puzzle, emotional, mental, or physical, and how the players overcome that conflict. (Admittedly: I shoot them in the face 90% of the time...). But somewhere along the way, "challenge the players" has warped into "make the players fear for their safety". Everything is a Pass/Die recourse, and not overcome/adapt.
DnD/MMos are the most notable system for this just cause for years they made everything a nice little cookie cutter "level system". Level 1 characters fight level 1 monsters, level 4 characters fight level 4 monsters, and so on. It's nice neat and simple. You want to challenge a party of level 15 characters in DnD? Pull out your Monster Manual and surf the CR 15 monsters! In an MMo, you just go to the zone that is your level and *poof*, you're "Challenged"!
This attitude is so prevailant that it seems to be a deep part of gamer psyche. Really, how often to players retreat? Or Surrender? (Be HONEST!!) Players have a "Do or Die" mentality to them, they MUST succeed, EVERY TIME. Or they DIE!!! Really, I blame video games for this. Honest. But Seriously, I am not joking, in gamer psyche, failure is NOT an option and every task really is seen as LIFE OR DEATH (as some posts on various threads show).....
Now sure, some things in RPGs/MMo are life or death for the character. (combat for sure!) But not everything is. A locked door is a locked door. It doesn't suck out the characters soul if he can't pick it. Failing a social check generally doesn't result in the character spontantiously combusting...(usually). BOTH players and GMs have to realize that failing a challenge isn't the end all of the game, it just means the character have to try different angle to achieve ultimate success.
2: "RPGs are about Group play. Thus: Group think, Group Act, Group Move"
While it is true that RPGs and MMos are Social games, and for social games to generally work, all people interacting together
have to be in a group. This doesn't mean they
all have to do the
exact same thing every waking moment. Ahhh, the age old trope of "Don't split the party" is ringing in my ears... While it is true almost all RPGs have you form teams/groups/clans/squads or whatever they want to call it..... it's a party of player characters doing "PC" shit.... But somewhere along the way this a morphed into some twisted collection of people wandering around as a single entity.... like the party is just actually a ST Borg Drone, or multi-headed hydra.
Social situation? load up the Face Sub-routine/get the face head to talk. Footwork time? Load the Decker Sub-routine/get the Decker head to talk.... usually the ONLY time the characters act like individuals is when combat comes up.
Again, I blame Video Games. Every single game out there that has a companion, what does it do? NOTHING!!! It blindly follows you doing nothing until you wack someone over the head... THEN they do something - besides useless, unwanted commentary on what YOU are doing, looking at. (to be fair, Programmers are getting better at this). Some how this is come into the RPG world (or is a left over from the old Tunnels and Trolls days...) that the "party" is a single entity that MUST go everywhere together and only one person can do something at one time (unless it's combat).
I get that, as a GM, it can be hard to multi task the actions of a bunch of different people all the time and that treating them as a single Borg drone that loads up whatever character/sub-routine is needed at that particular moment is easier. And really, the players should be spending most of the "crticial" time
together anyways... But that doesn't mean they have to be standing in a line, shoulder to shoulder, waiting for their turn to use whatever skill the Runner-Pede needs. They CAN be spread over the building doing various things you know

This attitude really does come from the old Tunnels and Trolls days (the precursor to DnD!).. where literally you were a group in a maze moving from room to room. DnD carried on the tradition with their Dungeon Crawls. MMos basically copied DnD so.... Besides, the story of many CRPGs is about the singular main character..... so the companions are just storage bags that walk and talk anyways....But in the much more complex and diverse games out there, this "Group: = group think/move" attitude really wears thin. add in cities and their multitudes or places and people, space settings, modern combat, open places and this "Group move" trope has to die. Really. Just cause you are a party of stalwart adventurers doesn't mean you have ALL sit on the same bar stool! Heck it doesn't even mean you have to go to the same bar!
Treat the characters in the party as INDIVIDUALS.... They are not Larry with his brother Darryl and other brother Darryl. Don't limit "social" challenges to faces and "recon" challenges to Deckers. Open up the floor, and throw all the characters out on it to dance! After all, they are individuals and NOT a Borg Drone.
3: "The World We Live In"
Don't care the setting here. This is one is all on the players and the GMs both. For too many people the world that the game takes place is nothing more then a backdrop of grey. Change SR to DnD, DnD to Rifts, and WH40K to SR and the GM let alone the player would hardly notice the difference. Wow. Let the world and the setting come alive, and get IT to interact with the players! I don't know what it is, as Setting makes all the difference for me, but for some - it's nothing but backdrop.
Take the time to also think out the parts of the world that your players are going to be interacting with. Do they make sense? Spend the time. It's worth it. Not only might you see a flaw in your general logic, you might realize a blunder you made that you didn't mean to... (like making a office building with no doors!!)
4: "Me vs Them"
It's a really sad state that this still has to be mentioned. But many GMs seem to have this "Me vs them" attitude. They seem to want to make every thing about defeating the players and crushing their characters. I don't know, is it some misguided sense of entertainment that the only way they can enjoy themselves is to crush their players? Be this through their adventure ideas ("Hey wouldn't it be neat if there was a cabal of Vampire Great Dragon Technomancers that where trying to take over the world?!? And the Players have to kill them by fighting them all at the same time!?!"), their ideas of what an "appropriate challenge" is, ("So you are all level 2 right? Well, around the corner comes a Balor! He attack you.")
Take the time to vet your own ideas for a storyline. Does it make sense? Could it happen? What happens if the players DON'T do what you want? (Never trust a PC to stay on script!!). Not all stories have to be about Great Dragons, Master Shedim, or Ageless Vampires...... They can be about just about anything, so maybe leave your "Mushroom-men from the Abys that want to turn the world into fungus" story arc for a setting that warrants it's flair.
On a similar note is the player that believes it's him Vs the GM. He feels compelled to have absolutely every angle covered, every advantage possible and goes out of his way to avoid anything that puts him on even footing or less then the perceived challenge - whatever that may be. They are less interested in the game, or the story, or anything other then beating whatever the GM has planned. (And often times, they themselves are a 'Me vs Them' GM ... if they GM)
A good story doesn't need the GM to go out of his way to kill his players. (trust me, you can do it. you control the world! Killing the PCs is easy, So why waste your time?) It doesn't need "awesomely epic, totally unique, one of kind, never before seen bad-guy!", It doesn't need some grand plot to turn the World's oceans into Chicken Soup... It needs an emotional hook to lure the players in. It needs thought and substance to keep them engaged. It needs a ending that makes them feel the outcome of their actions. Nail the Hook, Substance, Thought and Ending, you've nailed yourself a good story.
And there you have it. The 4 most common "styles" (hate that word) of GMing that (in my opinion) promote a "Power Gamer" atmosphere. Now that doesn't meant there are not more, nor does it mean that these are incorrect....(but it does give you an idea of MY opinion of them). And really it is just about having Fun. So find your fun and enjoy it. Not all gamers play the same way or in the same style. Heck I know many gamers to consistently play using one or more of the above "styles" and that's just how he like to play! Good on him.
But, if
you are tired of seeing Power Gaming at your table, try changing your attitude and playstyle in the four areas I listed above and see what happens... willing to bet that the "Power Gaming" slows down some.