So, say for some reason you have Actioneer Business Clothes (Armor Rating 8 ), a helmet (Armor +2), and a Ballistic Shield (armor +6) on a character with Strength 2. I hate to dredge this back up all the way from page 1, but I was just having a discussion on Reddit about this portion of the book and wanted to see if how my brain thinks it works is actually how it works. This rule also sets the ground work for future armor expansion stuff. So while you can only use one set of armor stats, and you're taking some penalties, it might be worth the penalties to have both fire resistance and electrical resistance handy. You can have modifications on the armor that provide resistances to elemental damage and the like. Keep in mind that armor sometimes provides more than simply armor. You get no direct armor benefit from stacking armor above your threshold (or wearing layered armor). It would be very easy and convenient if it could be purchased without the GL attachment, for civilian and security use.
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Is the Ares Alpha only F because of it's grenade launcher? It seems odd that the only Ares Assault Rifle (Ares is my jam) is so highly illegal for something that should probably be optional. , on the Headware table, "Taste Booster" should be "Taste Booster (Rating 1-6)" Hydrolic Jacks (pg 457) - "each rating adds twenty percent to maximum jump." Is that compound (298% at rank 6) our sum (220% a rank 6)? Do skillwires come with a skilljack, or do you have to purchase it seperately? Phrasing is unclear. If this is the case, some clarification might be good. How many programs can a Technomancer run? I assume they'd get their sys-rating, like decks seem to, but I can't find the actual programs=sys-rating rule, just a table, so by RAW TMs don't seem to get any. You could save a lot of money by hiring a teacher with a instruction skill of 0. Couldnt find anything about a teacher actually needing the instruction skill for this sort of thing. Under Learning Spells on page 299 it states the cost to hire a living breathing teacher is (instruction skill x formula cost) in nuyen. You may also want to raise this limit in Prime Runner play mode in the Alternate Gameplay sidebar. The 'max rating of 7 at character creation' rules for contacts isn't actually mentioned in the contact section of character creation. So is both lockpicking and locksmith, despite only the latter being a skill. Herding is listed as a skill under agility on page 90 despite not being a skill. Shock frills don't seem to have a damage listing. I don't even know if some of these count or not, but I figure you're probably a better judge than I.
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I havn't gone through this whole thread, so there are probably some duplicates in here, but this is what I've noticed so far.