Well, concerning law levels and cybertech, my take is a bit different.
You see, the main reason where I can see cyber be put in the works would be for military personel that requires to be put back in action quickly. Regrow lost limbs take time as, well, we can put that cyberarm instead, which costs a little more, is stronger than flesh, and faster to adapt to than the time it takes to grow a replacement arm to specs.
So, I allow my players to take cybernetics during prior history, if they get wounded and if only they want it.
Afterward, it is quite naturally sorted off, if you don't want any hassle, you wear your uniform, or your medals, and police forces know you are an imperial vet who was wounded in the field.
So, yes they will watch out for you, as you are touble on legs, but they wont harrass you as you were on the right side of the law.
It is clear to my players, that cybernetics is frowned upon by everyone. Incurring negative reaction modifiers from normal people as, obviously, either you are a weirdo or you are a veteran. In both cases, they are afraid.
Unobtrusive cybernetics like cyberjacks are really rare and terribly illegal. Even the special force remove them from their guy when they leave active duty.
Bio engineered modifications are TL 16+ nobody does it.
Biotech as in cybergames, are also too high a TL to be easily found. Even less in the hands of criminals.
So all in all I got one player with a top grade cyberarm, veteran of police action who got wounded in the field, and is the security officer of the starship my players travel with.
When they get planetside, either he stays on-board or he goes out in uniform, to say "hey look I am a vet don't try it with me"
So far it has worked fine.
The thing is to pick your players and kill the characters if they dont play square.
Hope it helps,
Francois