It looks like I missed out on the bulk of the debate on the priority system making a return (along with the addition of limits), but I have to say that I was thrilled when I saw it make a comeback, and for one reason above all. The system of 4th edition was made of glass. It was a PS2. It would break if you looked at it the wrong way. I've had players stack spirit powers and abuse the restricted gear quality to the point that they were easily soloing runs. If the GM is cool with that, and all of the players are too, that's fine, but when a system is easy to break, it tends to push games in that direction. And that's where my big sigh of relief comes in - by making SR5 harder (even if only by a bit) it makes a dearth in system mastery within a single group less severe. I couldn't run a group with mixed experience in 4th edition. I tried a few times, and either the experienced players would outshine the new players so thoroughly that the new players quit, or I had to implement a ton of house rules that frustrated the crap out of the experienced players, and then they quit. I've got a mixed group now in my SR5 game and it's running a lot more smoothly. Our most experienced player still easily has the most effective character, but he isn't steeling the limelight to the point that others are frustrated, and that's a step in the right direction in my book.