And as much as we try to justify that by repeating to ourselfes that "SR is a game about specialization": This creates problems. Players are more likely to start out with highly specialized characters that lack options outside their main skills, and when the time comes to spend karma, speccing into side skills doesn´t really feel like actual growth. Instead of slowly becoming an ace decker or gunslinger, you already start out as one and later just add some frills and ruffles. Yes, you could save up the Karma to raise your optimized main skill from 6 to 7 or higher, but it takes ages to get the karma needed for that one additional die, especially since you now have to raise what had been a whole skill group in 5th Edition (not to mention the bad joke that is 6th Edition training intervalls
).
This strikes at a deeper problem with SR way outside the scope of chargen reworks.
Mainly, in SR, most skills are binary pass-fail skills where the fail state actively makes things worse for your team, which are made against target numbers that you can't generally plan ahead for or know about, which are often opaque and not really represented on a non-mechanical level, which can scale infinitely high, and which don't allow you to make choices to reduce the difficulty of the test.
A skill of 3 and an attribute of 3 SHOULD mean something, but the system basically doesn't account for that pool at all unless your opposition is pathetic. A Hatchetman inspired 'samurai who practices decking' isn't able to look at a problem where their target is rolling 10 dice to defend against them and say 'Well trying to do anything flashy is unlikely to work, so I may as well just make an easy roll that gives me a +10 and see what info that gets me first.' Instead their investments are rewarded with getting
no value because even attempting the roll is a liability.
Heck, with magic you can't even realistically tell the resistance pool of your target before you go for a spell that may alert them to you, because its hard for GMs to convey perception skills and mental attributes in IC terms that make sense, and most targets have a defense pool high enough that 'dabbling mages' just flub more than half their rolls anyway.
These skills are meant to mean something, people take them because they understand logically someone who is at a semi-pro-level with a skill (which a 3 represents!) should be able to do things with them, like your unarmed 3 SHOULD let you beat up thugs in a barfight. But they don't, because the game is, at its core, really only works at the superhuman level (and its always important to remember even a fairly unoptimized runner is by default at least a little superhuman. Like most of the pre-gens fit in well enough with The Avengers). A 3 skill 3 attribute character can't generally hit what they are shooting at, but it works because SR's attack actions are designed for cyborgs who see in slow motion with robot limbs and artificially enhanced muscles and assumes your not even aiming at all and are just firing blind snapshots. But most actions don't have a 'low risk' option like taking aim to allow your 'average joe' to do something vs a relatively decent host, even if that something isn't hugely impressive.
Fixing this requires a more fundemental rework to how skills/roles work at all (which SR desperately needs, we never have had a comprehensive rework of all of them that attempts to 'modernize' them and actively evaluate what works and what doesn't about the roles, instead its mostly trying to stopgap problems and otherwise leaving them alone despite clear problems with how the roles function and interact) that adds lower bounds to the roles so that basically every skill has an answer to the question 'What can you get on a run consistently that isn't likely to blow up in your face, without huge variance based on how powerful the target is and without requiring pre-knowledge of the run, from a skill of 3, and an attribute of 3?'