Some minor bugs with cybernetics:
The machine that explains cybernetics to you has a bunch of extra line breaks in its text, making it go off the bottom of the screen.
The toggleable night vision implant makes the player be highlighted in green even if they have a light source (in which case they shouldn't be green, I think?) This has actual meaningful implications in some cases, since it prevents you from easily seeing your health warnings via your color. Oddly, I'm pretty sure night vision goggles don't have this issue. If there are external light sources, the player is not highlighted in green; but if they have one equipped, they're green (even though nothing around them will be.)
A possible issue with modding:
I can reinforce compass bracelets.
While it doesn't let me immediately reinforce them a second time, for some reason, if I leave the modding menu and then come back, it allows it.
As a result, I now have a pair of Reinforced Reinforced Reinforced Compass Bracelets, for a total of +6 AV.
I think one reinforce each might be all right (although the balance impact of how much you can raise your AV by reinforcing everything bears looking at), but three per bracelet definitely isn't!
Also, I can mod elemental brands onto ranged weapons, but (as far as I can tell) they don't seem to do anything.
It allows me to put a flexiweave mod on equipment that already has no DV penalty (where it doesn't do anything.) Probably it should disallow this (players might see it's an option, assume it would give a DV bonus, and waste bits / mod slots on it.)
I'm not quite sure this is a bug, but the Ceremonial Vibrokhopesh mods as if it was a bronze-tier weapon (that is, you pay only the base cost for your initial mod on it, whereas most high-tier weapons charge you more from the get-go.) Given how difficult it is to get, this might not be a big deal, but I thought I ought to point it out.
Another small unrelated bug: The down arrow doesn't work in the change-battery menu, even though it says it does.
Some suggestions:
You can't see what a mod does by looking at its disk (that is, when considering buying it.) That'd be a nice addition.
It'd be nice if disks reminded you whether you already know that recipe or not when examining them -- it can be difficult to remember whether you have a particular level of a particular type of grenade when considering buying it in a shop.