So there are a couple of things that give up Damage Value for Armor Penetration. Whether a called shot, ammo type, or metamagic, it seems that unless you are getting more than 3 AP for giving up 1 DV, it isn't worth it. AP reduces the Armor Value of the opposed roll. It takes 3-4 dice on average to soak 1 DV. How is this good? Granted, I guess that reducing the DV can turn damage from stun to physical, but that rarely matters to a runner, as they aren't worried about how long the enemy takes to heal.
And this metamagic for example:
PENETRATING SPELL (street grimoire)
With this metamagic, the magician can choose to increase a Combat spell’s AP at a cost of reduced damage before casting the spell. Reduce the DV by 1 for every point of AP increased, up to the Force of the spell. Minimum damage is 1. Drain Value increases by 1 for every point of AP increased. For example, a Force 5 Fireball spell (normally with a DV of 5P and AP –5) is modified to have a DV of 3P and AP –7 before the spell is cast; since the AP was increased by 2, the normal Drain Value is then increased by 2. Net hits are then applied to either increase the Damage Value or reduce scatter, as normal (p. 283, SR5).
Not only are you needing to give up 3 DV to equal one less soak, you take extra drain for it. Was this something that worked in 4e and now sucks in 5e?
Tell me I'm missing something.