So as I continue to read the SR5 rules and read the forums I find that there is a lot of interesting stuff in the new (to me) edition. But one thing that jumps out at me is the sheer number of skills required to do what could be done with many fewer skills in earlier editions. Since I like the magical side of SR the best I'll use it as an example.
In SR5 it requires 7-8 skills plus a metamagic to do what a starting magician in SR3 could do with 2 skills.
SR3: Sorcery and Conjuring. You can do any basic task spellcasting related, conjuring related, summon watchers, put up wards and modify your area of effect spell sizes out of the gate with those two skills. Astral tasks used those skills or an attribute.
SR5: All three skills in the sorcery skill group, Two to three skills in the conjuring group depending on whether you count Binding, plus Assensing and Astral Combat. Additionally, you'd need to take the Watcher and Ward ritual magics and the metamagic Spell Shaping to match a starting 3rd ed character could do. And if you want to cast any of your spells ritually you need to take an extra ritual for that too.
I'm not bashing SR5, there's a lot of cool new stuff added such as Preparations, the ability to use spell regents in normal casting, etc. All very cool. But from theory crafting new characters and reading the forums, it seems this diffusion of skills means new characters will be either less broadly capable than earlier starting characters, or much more specialized into a single niche, at least at first. Granted you get a lot more skill points at character creation than we used to, but it doesn't seem to be enough to make a generalist of equal skill.
My question is, does anyone know from a developer or other official source if this tendency towards ultra specialized character creation now is Working As Intended, or a product of Law of Unintended Consequences?