I just finished reading a review of "OGL Cybernet", and found myself instantly disappointed. Something all authors of Cyberpunk supplements (and even cyberpunk game masters) should remain keenly aware of: "Loss of Self/Essence/Sanity" is _NOT_ a key part of the Cyberpunk genre. It is debatably a facet of a _few_ cyberpunk stories, but not of the more definitive works in the genre. It's also counter to some aspects of the genre.
Instead, the concept was introduced to a game system as a means of maintaining character balance in a system that has no levels and no development-points. D20 already has a perfectly good mechanic for maintaining character balance: levels.
I would recommend that future d20 cyberpunk games take a completely different path to limiting the cybernetic options of a character: base it on the character's level. One easy example would be to have a Cyberpunk class which gives a number of "attunement" points that increase as the character's level increases, and those attunement points are used to limit the character's capacity for cybernetic enhancements. Other classes, such as your hackers, might have a moderate number of points. The least cybernetic of classes might have a few default points, or none at all. (for d20 modern, I would have some points granted by different background professions, maybe a few obtainable via feats, and I might have one or two of the basic classes have moderate numbers of points as well).
Another idea: rate cybernetic devices like Spell Levels. Then, have a class which acquires cybernetic devices in the same manner as a Sorcerer acquires "known spells". The higher the class level, the more devices of each level they can have, and they gain access to higher level devices every so often as well.
These make MUCH more sense to balancing cybernetics in a level based game than introducing a foreign game mechanic that doesn't even match the underlying genre.
(and shame on Mongoose Publishing for not even knowing their genre, or even their chosen game system, well enough to have seen this themselves)
I would personally recommend that those who are interested in the genre not buy any game that uses a mechanic like "loss of self", "loss of essence", or "loss of sanity" unless that game system lacks levels or development points. Which means "don't buy OGL Cybernet until they fix it".
Instead, the concept was introduced to a game system as a means of maintaining character balance in a system that has no levels and no development-points. D20 already has a perfectly good mechanic for maintaining character balance: levels.
I would recommend that future d20 cyberpunk games take a completely different path to limiting the cybernetic options of a character: base it on the character's level. One easy example would be to have a Cyberpunk class which gives a number of "attunement" points that increase as the character's level increases, and those attunement points are used to limit the character's capacity for cybernetic enhancements. Other classes, such as your hackers, might have a moderate number of points. The least cybernetic of classes might have a few default points, or none at all. (for d20 modern, I would have some points granted by different background professions, maybe a few obtainable via feats, and I might have one or two of the basic classes have moderate numbers of points as well).
Another idea: rate cybernetic devices like Spell Levels. Then, have a class which acquires cybernetic devices in the same manner as a Sorcerer acquires "known spells". The higher the class level, the more devices of each level they can have, and they gain access to higher level devices every so often as well.
These make MUCH more sense to balancing cybernetics in a level based game than introducing a foreign game mechanic that doesn't even match the underlying genre.
(and shame on Mongoose Publishing for not even knowing their genre, or even their chosen game system, well enough to have seen this themselves)
I would personally recommend that those who are interested in the genre not buy any game that uses a mechanic like "loss of self", "loss of essence", or "loss of sanity" unless that game system lacks levels or development points. Which means "don't buy OGL Cybernet until they fix it".