OK so medicine's a thing I've wanted to make a post on for a while. It's not on the immediate agenda but I've noticed a lot of issues that could use addressing and people brought some stuff up at town hall, so...
1) NPC medics are too cheap, effective and reliable
Fengshui suggested PC medics in Green and Gold should be handing their medical fees off to their bosses, but I still like the idea medical fees as an easy motivation to get PC medics off their asses. Players should be charging each other for things and the fact that being a medic comes with a built-in hustle is really cool and makes the job fun. Medics wind up being like taxi drivers. There are NPC alternatives, but if the players are smart and resourceful they can make cash and get RP.
As for autorezzing vs calling for a PC medic, I can't fault anyone for throwing their buddy on the table and barking at the NPC to zap them, but as I suggested elsewhere, this should absolutely come with a fee in the range of 1500c to 2000c. This is a capitalist paradise. If you want your buddy to live so badly, you can find the cash in a hurry. The grace period before brain death isn't so short that you can't take his wallet, try to get a puppet, or shout for a player character.
Since part of the reason auto-resuscitation was added was staff convenience, I'd recommend giving staff an extra command that bypassed said fee somehow, since a puppeted NPC isn't always going to have the cash on them that they should reasonably be carrying.
2) Healing is too easy and effective
I'm all for keeping it mechanically simple and RPing the details, but since we track different kinds of injuries to different parts of the body, couldn't we put a skill floor on healing them? Patching up cuts and bruises should be easier than healing stabs, and burns and gunshot wounds should be more difficult than that. Additionally (or alternatively), healing someone up past certain injury levels (IE wincing in pain or what have you) could require higher levels of skill.
3) Medpaks are too good.
Medpaks should require a higher skill check to stabilize with them because they are cheap as hell and the other methods of stabilizing people outside of a clinic are comparatively very expensive..
4) More diseases
Diseases are pretty rare, and when they do pop up they tend to require a lot of money to fix, plus either an NPC puppet or a PC doctor who has invested a significant amount into tools that they probably aren't ever likely to see a return on. The money involved is high enough that people sometimes act meta to avoid paying it. 'Oh I'll just die it's cheaper' is a hilarious thing to hear in a cyberpunk doctor's office but it isn't really what most people with treatable diseases would say.
I like doctor gear being expensive and arcane. It gives doctors a goal to reach for and a system to explore, but if you were to roll out new and more common diseases (the Mix should be rife with tuberculosis or some analog), consider making new antibiotics for some of them and selling these in single-use autoinjectors or pills that even the doctors without the gear currently required would have access to.