So I tried playing around with building a non-adept tank. The direction I'm going with is trying to capitalize on cyberlimbs that grant extra CM boxes as well as the ability to be "organically" armored. In designing a character around having multiple cyberlimbs, I've become less clear than when I started on how the attributes work when there are multiple cyberlimbs involved

For starters, the provisional character sheet as generated by Chummer (the non-cyberware resource expenditures are VERY provisional at this point):
== Personal Data ==
Name: Vunter Slaush Alias: Upgrayedd
Ork Movement: 6/12 (2m/hit) Swim: 8 (1m/hit)
Composure: 8
Street Cred: 0 Judge Intentions: 5
Notoriety: 0 Lift/Carry: 15 (105 kg/70 kg)
Public Awareness: 0 Memory: 9
Karma: 0 Nuyen: 270¥
Age: Skin:
Eyes: Hair:
Primary Arm: Right
== Priorities ==
Metatype: C,2
Attributes: B,3
Special: E,0
Skills: D,1
Resources: A,4
== Attributes ==
BOD: 8 CHA: 1
AGI: 3 (5) INT: 4
REA: 5 (7) LOG: 2
STR: 5 (7) WIL: 5 (7)
EDG: 2
== Derived Attributes
Essence: 0.48 Initiative: 11 +2d6
Physical Damage Track: 16Rigger Initiative: 11 +2d6
Stun Damage Track: 12Astral Initiative:
Physical: 10 Matrix AR: 11 +2d6
Hydraulic Jacks [+6] (Only with Jumping and Sprinting)
Hydraulic Jacks [+6] (Only with Jumping and Sprinting)
Mental: 5 Matrix Cold: 4 + DP +3d6
Medkit [+6] (Only for First Aid and Medicine)
Social: 4 Matrix Hot: 4 + DP +4d6
Astral: 5
== Active Skills ==
Automatics Base: 6 + Karma: 0 = 6 Pool: 11
Cybertechnology Base: 0 + Karma: 1 = 1 Pool: 3
Free-Fall Base: 0 + Karma: 1 = 1 Pool: 9
Gymnastics Base: 4 + Karma: 0 = 4 Pool: 9
Perception Base: 2 + Karma: 0 = 2 Pool: 6
Pilot Ground Craft Base: 0 + Karma: 1 = 1 Pool: 8
Running Base: 0 + Karma: 1 = 1 Pool: 8
Sneaking Base: 3 + Karma: 0 = 3 Pool: 8
Throwing Weapons Base: 0 + Karma: 1 = 1 Pool: 6
Unarmed Combat (Cyber Implants) Base: 6 + Karma: 0 = 6 Pool: 12 (14)
== Knowledge Skills ==
English Native
Or'zet Base: 2 + Karma: 0 = 2 Pool: 6
Club Music (Powernoize) Base: 2 + Karma: 0 = 2 Pool: 6 (

Fight Clubs Base: 3 + Karma: 0 = 3 Pool: 7
Gangs Base: 1 + Karma: 0 = 1 Pool: 5
Philosophy (Existentialist) Base: 2 + Karma: 0 = 2 Pool: 4 (6)
== Qualities ==
Allergy (Common, Mild) (Sunlight)
Cyber-Singularity Seeker
Did You Just Call Me Dumb?
High Pain Tolerance (Rating 1)
Low-Light Vision
Phobia (Common, Moderate) (Fire)
Superhuman Psychosis
Will to Live (Rating 2)
== Lifestyle ==
Flophouse (Low) 1 Months
== Cyberware/Bioware ==
Datajack
Obvious Full Arm (AGI 5, STR 6, Physical 9) (Left)
+ Customized StrengthRating 5
+ ArmorRating 3
+ Enhanced AgilityRating 2
+ Enhanced StrengthRating 1
+ Commlink
+ Cyberfinger (Fingerlight)
Obvious Full Arm (AGI 6, STR 6, Physical 9) (Right)
+ Customized StrengthRating 5
+ Enhanced AgilityRating 3
+ Enhanced StrengthRating 1
+ ArmorRating 3
+ Hand Blade
Obvious Full Leg (AGI 4, STR 8, Physical 11) (Left)
+ Customized StrengthRating 5
+ ArmorRating 3
+ Enhanced AgilityRating 1
+ Enhanced StrengthRating 3
+ Hydraulic JacksRating 6
+ Biomonitor
+ Auto Injector
+ Auto Injector Expansion
Obvious Full Leg (AGI 4, STR 8, Physical 11) (Right)
+ Customized StrengthRating 5
+ ArmorRating 3
+ Enhanced AgilityRating 1
+ Enhanced StrengthRating 3
+ Hydraulic JacksRating 6
+ Large Smuggling Compartment
Reaction EnhancersRating 2
Smartlink
Wired ReflexesRating 1
== Armor ==
Armor Jacket 12
+ Fire Resistance 4
+ Nonconductivity 4
== Weapons ==
AK-97
+ Foregrip
+ Gas-Vent 3 System
+ Sling
+ Smartgun System, External
+ Spare Clip
+ Spare Clip
Pool: 11 Accuracy: 7 DV: 10P AP: -2 RC: 8
Hand Blade
Pool: 12 (14)Accuracy: 10 DV: 8P AP: -2 RC: 4
Steyr TMP
+ Laser Sight
+ Smartgun System, Internal
+ Sound Suppressor
+ Spare Clip
+ Spare Clip
Pool: 11 Accuracy: 6 DV: 7P AP: - RC: 4
Unarmed Attack
Pool: 12 Accuracy: 10 DV: 7S AP: - RC: 4
== Commlink ==
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)
+ Signal Scrub
+ Browse
+ Encryption
+ Sim Module
== Gear: Equipped ==
Ammo: Regular Ammo (Machine Pistols) x100
Ammo: Regular Ammo (Assault Rifles) x120
Certified Credstick, Standard
Fake SIN (UCAS: Johnnie Walker) Rating 4
Fake SIN (UCAS: Johnnie Walker) Rating 4
+ Fake License (Restricted Cyberware License) Rating 4
+ Fake License (Firearms License) Rating 4
+ Fake License (Driver's License) Rating 4
Glasses Rating 2
Medkit Rating 6
Slap Patch, Stim Patch Rating 6 x6
== Vehicles ==
Echo Motors Zip
+ Metahuman Adjustment Rating 1
+ Sensor ArrayRating 2
== Contacts ==
Organlegger (Tamanous Member), (Connection: 5, Loyalty: 1)
Ok so the cyberlimbs situation. The character has 3 AGI 5 STR "inherently" as in even before cyberlimbs. They're all customized to that 3/5 standard, and they all are then enhanced beyond that (to non-identical degrees). The legs match each other at 4/8, and the arms are higher AGI and lower STR (5/6 and 6/6 for left/right). So the cyberlimbs' enhancements give me an "all over" augmented AGI/STR of 5/7 even though no individual limb has those exact stats.
So the way I understand how cyberlimbs work, is all the following correct?
A) When running, I'd use 8 STR instead of 7, as that's using the two legs (and potentially +6 more dice from hydraulic jacks if they're wireless)
B) When shooting with just the right arm, I'd use AGI 6 instead of 5?
C) When shooting a gun that requires both arms, I'd use AGI 5 as it's the lower of the two arms?
D) Hypothetically, if the two arms had a vastly different AGI would I be using the average between the two or just the lower of the two?
E) Biggie. So with Unarmed Combat... do I use the whole body average for the AGI on the opposed test? Is the DV set by whole body STR average or by the striking limb? What if the attack is not using a hand blade but is just a "regular" unarmed attack (dealing physical damage b/c no matter which limb it is, it's a cyberlimb)
Some other design thoughts:
I'm a fan of the Cyber Singularity Seeker quality. It's allowing not only a monstrous physical CM, it's also making possible a very respectable WIL. With his armor being obnoxious, most everything shy of an Assault Cannon is going to be stun (and sometimes even that!) so he needs as large a stun CM as possible. Besides every mage knows they way to bring down a tank is to attack their tiny brains with mana spells... 7 wil is about as good defense as one can get on that front without outside help.
Why no cyberspurs? Heh. Went with alphaware to not run out of essence... and an alphaware cyberspur is over 12 availability. So crappy old hand blade it is. Granted, those would be among the first things to be upgraded post-chargen

I'm not sure it's completely legal, but the way our circle does slap patches is you can load their drug payload into auto-injectors. Which is why this character has them and a matching bio-monitor implanted. Pain Editors can't be had in chargen, so a slap patch deployment mechanism is his ghetto pain editor. He's got the physical CM (16+10) to play serious games with stun overflow...
A concern I have is being able to ultimately GET a pain editor. Yeah, he's built to have one finish him off and become a pure juggernaut... but with the trifecta of a low CHA, no karma for negotiation, and picking negative qualities that sock the social dimension it's going to be a LONG time before he can acquire one... the =Y= is going to be much less of a challenge than hitting the 18F availability code. You have to buy hits in SRM to acquire gear, which means he'll need 20 dice, or a contact who can get 20 dice. Lol. Not anytime soon. I'm thinking even without the negative social qualities, he'll have to at least amass the street cred to lower the availability down below 16, so that 16 dice will suffice. Even by then, if he doesn't get a more connected contact than his organlegger "buddy", that's still gonna call for being willing to pay +125% book cost to hit 16 dice... which will hurt the credsticks mightily. I'm pretty sure that as awesome as he'd be with a pain editor, I have to perhaps build him with more social aptitude in order to ever get one.