I agree with punk being all about the atmosphere. Given that Orwell is arguably my favorite sci fi author (1984 is the most important novel of the 20/21st century), and pretty nasty punk streak is in all my sci fi. I wanted to know how Traveller handled the tech. It seemed so ridiculous in the 70's and 80's, to be so very close to reality now.
I love science fiction.
The tech wasn't a problem. A lot of the areas where there would be potential conflicts (e.g. spacecraft) just weren't close enough to the characters to be an issue. The world was divided heavily into a few rich and a lotta poor, there was spaceflight but your average character had about as much access to it as you and I have a chance of a trip to the ISS. Even flight was largely inaccessible--the hoi polloi fly, peons do not. An adventure might involve hijacking a light airplane, or meeting Mr. Big in the lounge of his corporate dirigible, but other than that it'd usually be easier to go through the gates of the bullet train with a spoofed ticket or stow away on a hydrofoil with the freight.
All character backgrounds aside from the obvious ones were presumed to come from corporate backgrounds. If the character left their corporation other than by means arranged by the corporation, they were already criminals. Theft of training, skills, and corporate IP, of course. You own nothing, not even your thoughts or knowledge, when you get your employment contract.
I still had most corporate computers as big iron. Why decentralize computing resources in such an environment? But the human enhancement tech of implants was there, and implant comms tech. In game terms the comms wasn't much different than, say, communicators. I've described the skills implants already.
There was also the junk tech of the underground. Bit and pieces strapped together and operated by skill rolls and good fortune. Imagine a system built out of C-64s and 286's recovered from an illegally mined landfill with a homebrew interface to a stolen untested lab fab biochip and you get the idea. The capabilities may be amazing in that chip, but how do you get at them?
Since I was doing these as short term "throwaway" games to be filler when our regular CoC ref wanted to be spelled I didn't have to be too rigorous in setting up the game's systems. This actually had a good effect on the pacing of the games and driving the action. If a game didn't finish tonight, it might never be finished, so there was more focus on the plot than on working the system to get advantages to characters that would last a year or more in a regular campaign.