In Sixth World (v26), an unofficial Shadowrun hack of Dungeon World (by Chris Clouser and Tanner Yea) activating cyberware that is not always on and that does offer mechanical benefits (related to moves or defenses) costs a point of Edge. Some critics think this makes cyberware too underpowered. On the other hand, eliminating the Edge cost might be too much, though. A "golden middle" could be to allow the cyberware in question to function all the time, though only imperfectly if Edge is not spent on their activation. My question is:
What game effect would allowing unactivated cyberware to work as "glitched" have on game balance in Sixth World v26?
(Mind you, I haven't tried this system yet, am just considering options since the official SR books that I bought over the years feel too rules heavy these days, and SR:Anarchy -- whose pdf I also bought -- is... well, not what I expected, unfortunately.)