I love Savage Worlds, but there is always a genre that even the best generic system cannot emulate. The genre depends on the system, naturally. I think one of the areas where Savage Worlds falls down is in the cyberpunk genre. All the conversions I have seen use Edges to distribute cyberwear. If you follow this route you can start with one…maybe two pieces of cybertech. This means if I want a skin watch and a cyber arm I am done….until I get more experienced and suddenly I can have a new one. What if I have the money to buy an implant? Is the GM to then say no? Come up with some lame excuse? Also isn’t the point of cyberpunk…I dunno….to have cyberwear?
On a similar line of thought, Peter Amthor brought up an interesting point on G+ yesterday. Does a war veteran flip out when they give him a replacement limb? I think lessening the humanity/essence loss might be a good step. I also have a distaste for the thought that wearing cyberwear makes casting magic harder. Most magic systems follow an elemental doctrine, so what in a cyberlimb would detract from that?
On a side thought, I have to say I really dislike abstract monetary systems. You know, having a “Wealth” stat. It is almost a dealbreaker for me, if wealth is important enough to include in the game then give it. The only system I like despite having this set up is Witchcraft (unisystem).