So picking on your players is A-OK.
It's not picking on a
player. I'm not slicing one of my
players open and attaching a delicate piece of cybernetics to his even more delicate fleshy brain bits. It's bringing part of the
character's story into the game. The
Character and
Player are not the same thing. If a player can't see the difference, he really needs to work on some things.
What if he just wants his character to be, you know, weak to implants, it doesn't necessarily mean that he feels it's justified that you pick up on him. If you have an equal opportunity at choosing one if your players, do it randomly.
Nothing keeps a player from choosing flavor for his character and not actually taking in game flaws for them. If a player tells me, my guy has problems and tends to reject implants, but I don't really want to take Sensitive System, because it's not really a part of his story, then it isn't going to sway the random decision in any way. He didn't
choose it to be part of his story. The same player that
chooses Sensitive System for his character, chooses for that flaw to become part of their story. They choose to be the number one if a situation comes up where that flaw is coming into the story.
This is seen constantly in just about every story media. Characters have weaknesses, and half of a good story is overcoming those weaknesses and flaws. Negative qualities are flaws and weaknesses.
If it hits the mage, then it's his fault for choosing the flaw, but if you just dump it on him, it can be seen as your fault, which typically creates bad blood between the GM and the players, which usually isn't the required effect, since it leads to nobody having fun....
If the mage took the flaw, it was his choice from the beginning (despite the apparently popular view here, I don't force my players to choose certain flaws for my own amusement). If a player asks, "Why did I get chosen, do you have it our for me," I'll explain exactly why. If the player still feels that I have it out for them, then they probably need to take a break and really think about growing up a bit so that they can differentiate between them and their character.
You can't just say that gangers and Humanis "troops" are just mindless zombies who will stop only when everyone of them is dead... Which is precisely why the "shoot the leader" thing might work out to scare them off. Or if you're into that, you could have your own gang now.
The moment they show weakness, they're dead. It might not be the runners that kill them, but the other gangs in the area will. If they take down those runners,
no one will mess with them for a good long while. Gangs are almost always up against a wall in these situations, because even if fighting is a sure-to-lose situation, backing down is just as bad if not worse.
Also keep in mind that they tend to roam in packs. If encountered on their own turf, you can most likely expect there to be a good dozen members in the buildings around you taking up beads and waiting to take their shot. Sure the eight or ten you see might not be a big deal, but what about the other dozen popping shots from the windows that you didn't notice?
No reaction to dodge, makes it a pretty nasty situation, combined with the take aim (usually a plus one or two a ganger levels) and called shots for +4DV, players can drop relatively fast.I am not saying that there is not a point where forced implantation would come up, and if it seemed like what would happen, I would to it to one and all, but if I can't really figure a good reason for the implanters to be doing that when they could do something cheaper or more efficient, of course they could just kill the runners and be done with it.
Some things are just flat out hard to hide. While bracelets, necklaces, drones, etc. can be used to force cooperation or get surveillance, a Simrig and commlink (with the link not hooked up to DNI but just run by an agent set to broadcast information to a secure commcode) can gain surveillance and the player is going to have to be scanned for anyone to notice (assuming the BBEGs takes the precaution of cleaning up after the surgery). Likewise, a one-shot auto-injector is much harder to deactivate than an auto-injecting necklace/exploding bracelet. A double implant (2 one-shots) can store both a chemical agent and its antidote with minimal threat of tampering (let's face it, implanting for extortion is pretty much the only point for that ware).
Sure, they could try to find the rest of the runners themselves and gut them, but with a mole, they can find contacts, family, etc. They'll have enough leverage that they may be able to get the runner's to just come along willingly. They may be able to find out other moles in their operation. Also keep in mind that simrig's record emotional responses as well, allowing a lot more information about the importance of every person the mole meets.