I say this as someone who played this game religiously when it first came out, this system is an example of wasted potential.
When the corebook came out, it was a great example of a modern take on a cyberpunk TTRPG. It was simple, elegant, easy to run and captured the tone of the genre well. However, it was extremely simple, poorly balanced in some areas and had a tendency in practice to produce largely similar characters as players started to realize how unsatisfying many of the game's options are. The effect of is that if you GM for enough players, you tend to see the same character build repeated largely because it simply breaks the game in how powerful it is.
Part and parcel with this simplicity was that some of the game's features were incredibly lacklustre. Certain abilities and options, such as the lawman's backup ability, just didn't really add enough to justify their existence. The netrunning system, while commonly praised for its simplicity, is incredibly limiting to the creativity of GMs and players and by and large feels samey once you've hacked enough turrets.
While these downsides were very clear and understood by much of the playerbase, there always remained the possibility of improvement, and with a few changes the system could have become a masterpiece. Unfortunately, however, the developers' priorities don't seem to lie with this sort of improvement. New content for the game has largely followed two main streams: Joke options that largely add nothing to the game besides the entertainment on initially reading it, and options which, rather than fix these underlying problems, actively make them worse.
The developers have all but rejected any idea that there is aspects of the corebook that could be improved. After 2 years of errata, PDFs and their first major sourcebook, they have leaned into the idea that the best way forward is to accept these flaws and add more items the the system that are by and large either useless, or game-breakingly powerful, simultaneously doing nothing to round out weaker options while making the strongest options in the game even better.
The end result of all this is a system that, at first seemed to cleverly balance combat with social gameplay and other forms of storytelling, but now largely focuses on wargaming style combat with very little happening outside of that. This would be ok if Red had a particularly compelling combat system, but instead it is slow, painfully simple and with very few tactical options that actually consistently feel good or work effectively.
It really is unfortunate that this is the case. I was excited to see how this system developed, especially alongside RTG's other current major system The Witcher. After seeing what RTG is putting out to support this system however, I can't really in good conscience recommend it.
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