I agree with you there! The general disinterest towards destabilizing actions is certainly an issue, I just think of these things as at least somewhat related to one another, because (as I frequently argue, warning
Chaos v Order monologue incoming) Sindome's player and staff culture tends towards a preference for enforcement and order and stability. It's a bit of a broken record coming from me, and just my own opinion, but my rule of thumb on new features is: Does it make it easier to prosecute dissent or uphold existing status quos?
Real world information surveillance has been shown to create a chilling effect against action which could destabilize the surveilling authority, which is the intention of such programs. The cyberpunk genre has often depicted societies where ubiquitous surveillance is the norm, but also (rather distinctly from modern societies or from Sindome's own setting) it often depicts anarcho-corporatist futures in which national governments are subsumed or made irrelevant through the supremacy of many warring megacorporate entities.
Sindome is different because Withmore has an authoritarian central government and extremely powerful arm of enforcement, more akin to a Totalitarian or Fascist state (which 2000AD's Judges were explicitly satirizing). Surveillance tools in a society that doesn't have lots of equally powerful conflicting interests will serve, in aggregate, to prevent destabilization of the surveilling authority or the status quo. In game terms I believe this means less violent conflict, and more political stagnation, and greater focus on passive social gameplay.
For community culture, the cliche is that many of the techy teenage nerds of yesteryear who may have been drawn to the anarchic atmosphere of cyberpunk, became today's CS developers and IT servicepeople who were increasingly concerned with stability and security and maximizing their 401Ks. Fortunately there are certainly players who buck the trend and continually serve as fonts of chaos and renewal and keeping things fresh, and a related question we could ask is do proposed features help these sorts of players more than they might inhibit them?
My own sense is a zero record environment with no culpability for anything would be the most chaotic, and that an environment with perfect public records of every player action would be the most benign, so I think about stuff in terms of moving in one of those two directions. However in a slightly different version of Sindome that was focused primarily on the criminal side of the Mix, where ultrapowerful mega-entities served as more of a backdrop to the street level crime and grime, these sorts of mechanics would be awesome.