One of the key features of cyberpunk, and shadowrun by extension, is the fusion of man and machine, and its cost.
For this to work, we've chosen to create augments as powers, so they
have a character point cost. If you want to require money as an
additional cost a quick, and untested, rule of thumb is each CP is equal
to around $50. So a piece of cyberware that cost 16CP would also cost
$800.
The way we've chosen to express this is that is for cyberware to come
with inherent drawbacks. Total the number of character points that the
subject has in cyber & bio augments and take an amount of drawbacks
equal to one tenth the total round up.
For example: If a character has 98 points in cyberware, they have to
take 10 points in drawbacks. Particularly appropriate flaws would be
lowering Quintessence, to represent the growing disconnect between body
and spirit. Other flaws are also appropriate, mental disorders or social
stigmas come to mind.