Lets face it, the reason you (and others) add cyber/bioware to adepts/mages is a min/max approach to roleplaying, trying to get the most bang for the money.
And that's something that would hold for most shadowrunners, including most shadowrunning mages, too. That was the entire point behind burn-outs - even mages are always looking for an edge giving them better survival odds. The only difference between in- and out-game here really is that ingame people cannot calculate as exactly what the 'ware is doing to their magic. But so what? If there is a magic character who has his or her essence at N.01 then I groan, because that's really obvious, but apart from such extremes it's just a magic user trying to gain an extra edge, because that`s needed in the shadows. Outside the shadows, maybe not so much, but then that isn't the focus of the game. Or, at least, not of most campaigns.
but then again, there is alot of character options I just don't see the justification for adding to the shadowrun universe, its becomming worse than AD&D 3.5 with 3839080398 classes to pick from.
Yeah, versatility is such a bad thing, and all characters need to confirm to certain stereotypes... I mean, that's a definite advantage of SR over D&D, that it does not have those annoying classes, that apart from the racial bonuses/maluses you can freely build your character from scratch. How the hell is that a bad thing?
its a gamble if that piece of "upgrade" will render them mundane forever.
Yeah, I don't buy that. There is a risk, but it's manageable: Before the wireless world, there were countless mages who at least had a datajack. Which after all is only minimally intrusive, but in any case it goes to show that a vague "mages can handle at least a minimal amount of 'ware" was present even in-universe, and not only in the rules.
but if this is a must in campaigns, then we have reached a sad point in the world of shadowrun if it is something everyone just have to have to be able to play.
That's just the world of Shadowrun. Magic is a fact of life, and augmentations are not even only that, but quite ubiquitous, too. Shadowrun just is borderline transhumanist. And the rules have to represent the world.
And Magic IS the edge - the pure power of it overshadows anything else, and its rare, adepts turning to bio/cyberware is not about the shadowrun universe, its not done with basis in the canon, but with basis in rules and how to optimize your character.
There is a base in canon. As said, this "I want to have an
extra edge" is the entire point of burnt-out mages! Which are canon. And "ingame character optimisation" is also part of the canon, that is the entire point of augmentations after all!
Also, it would be quite a bad thing (for admittedly game mechanical reasons of balance) if magic were to really overpower everything.