Not the best upgrade to say the least, only useful if the player wants a small to moderate expansion very fast (as soon as MedSci, second sector) no matter what. Otherwise quite useless, given there's 885 cybernetic modules available in the game. Thus, 8 modules is a pittance compared to the number of modules routinely given past the earliest stages of the game, and comprise less than 1% of the cybernetic modules available over the course of the entire game.
On lower difficulties, where upgrades are cheaper, the number of cybernetic modules given for plot advancement awards is typically ample. On higher difficulties, when those awards have to be stretched much farther, 8 cybernetic modules wouldn't do much of anything: On Hard, for instance, only Level 2 Tech (6), Weapons (8), and Stats (4) points, and Tier 1 (4) or Tier 2 (6) psionic disciplines cost this little.
It is possible that this little boost could provide a competitive edge in some esoteric builds, such as those that rely on exploits to avoid the -10 cybernetic modules penalty SHODAN assesses for obtaining the cybernetic modules alongside the SHODAN's Plan audio log.
|System Shock 2 Character Builds|
|Classes||Marine • Navy • O.S.A. Agent|
|Statistics||Strength • Endurance • Psionic Ability • Agility • Cybernetic Affinity|
|Technical Skills||Hacking • Repair • Modify • Maintenance • Research|
|Combat Skills||Standard Weapons • Energy Weapons • Heavy Weapons • Exotic Weapons|
|O/S Upgrades||Cyber-Assimilation • Cybernetically Enhanced • Lethal Weapon • Naturally Able • Pack-Rat • Pharmo-Friendly •|
Power Psi • Replicator Expert • Security Expert • Sharpshooter • Smasher • Spatially Aware • Speedy •
Strong Metabolism • Tank • Tinker