My previous Ultra-Tech post and the comment to it got me thinking. Much as I enjoy the cyberpunk genre, I have next to no experience with any roleplaying in a TL higher than 6 if I'm lucky. I do most of my gaming through my college's gaming club, which has an overwhelming bias in favor of low tech. D&D 3.5, Pathfinder, and GURPS: Low Tech have been the mainstays of my gaming life. I run one of the few 'modern' campaigns, my usual steampunk western tales in the Wastelands and Dieselpunk mysteries in the areas around them.
The second campaign I ever joined was a Shadowrun. I built a crotchety old gunslinger, tougher as nails and with a severe case of gremlins. Not once did technology do what I was trying to make it do in the entire campaign. But my trusty future-AK was as tough and reliable as an AK, and I used volume of fire to put the hurt on. Every time even the simplest of tasks involved technology, I failed to resist the gremlins, and weird things happened. Couldn't even use the two-way radio to my teammates without message-changing static happening.
Unrelated to the topic of Ultra-Tech, my GM was astonished at my having 10 magazines as a combat load of ammo, stating that he had never carried more than two mags on any character ever. This was after the world had ended and there was no chance of resupply, and I was constantly using long bursts and full auto and he was suspicious that I should be empty already.
The other only ultra tech campaign I've ever played in was a Warhammer 40k; Dark Heresy game. To those not well versed in WH40k lore, despite being a star spanning empire, the average TL just about any PC will be able to start with is maybe TL8. If you want implants, you get to have between 1/4 and 2/3 of your skull removed and replaced with a slab of metal with the cogitator (computer) in it. There's no such thing as unobtrusive implants, and almost all available high tech serves mostly to either shuttle you to your probable death, or build giant cities of nightmare bureaucracy more effectively than would be otherwise possible.
Between the two of these and how they're presented in game, they probably play a significant role in my dim view of implants, which I assume will be at early TL9 in their implementation/implantation and sizing.
As I read GURPS: Traveller, Interstellar Wars, it keeps throwing me off. Constant talk of the Imperium makes me think of the Imperium from WH40k, and the Terran Confederacy automatically processes as the faction from Starcraft. The Starcraft one at least is reasonably similar slightly, as opposed to the nightmare that is the Imperium of Humankind