My groups is getting ready to start running The Sprawl, and I'm pretty interested in the Tech. There are a lot of moves that add utility, and lots of ways to spin the flavor. But the rules seem light on how to actually benefit from the signature Expert feature. Let's take Mechanic:
You are an expert in the construction, maintenance, and operations of vehicles & drones; you have two drones created according to the Driver move drone jockey.
OK, two drones is a definitely a good addition. But is that supposed to be it? If we're trying to make our getaway and I have to fix the +unreliable Driver's hot-rod, I'm just going to be rolling Act Under Pressure, without any kind of bonus, so any character could do that just as well. If I get the cyberarm with implant tools I get a +1, but anybody can get a cyberarm.
Off camera, there's almost no discussion in the rulebook about repair costs except for Decks, and that section makes it sound like it costs exactly as much to have your Tech Breadboarder fix it as a random street contact.
Tl;dr: does the Tech's expert move change anything mechanically other than granting some extra starting gear?