Those "tech abilities" are spells and should be limited by spell slots (or a similar resource)
In comments, you mentioned how you are using a homebrew "hacker" class, which is able to make use of these new spells presented in that UA article such as invisibility to cameras and haywire.
Since these are spells, and the design of D&D is that the use of such spells should be limited in some way, it would make sense for your "hacker" class (which seems to be the equivalent of a spellcaster class from traditional fantasy D&D, such as clerics or wizards) to have a "Spellcasting" class feature (although you can call it something different that matches the cyberpunk flavour better, but so long as it behaves much like, say, a wizard's Spellcasting feature, it should do the job).
As you also mentioned in a comment, a narrative justification could be that the PC needs "his techdeck (the equipment used to cast) to 'recharge'" and that's what happens during a long rest.
As an alternative to tracking spell slots as a cleric or wizard does, you could consider using a warlock's Pact Magic instead of the Spellcasting feature for the basis of your "hacker" class's new feature, which means you would have way fewer spell slots, but they come back after only a short rest instead.
Another alternative could be using the "spell points" optional rule from pages 288-289 of the DMG: Variant: Spell Points. This may give your new class a different "feel" from a traditional D&D spellcaster, although by the same token, it might also be changing too many things at once. Personally, I'd recommend using either Spellcasting or Pact Magic with normal spell slots, since when changing things, I find it good to keep other things the same, but that's just me.