I'm currently playing the game and are well into Act II right now and this is what I've gathered in regards to how 2.0 handles non-lethality differently.
A. 'Target Analysis'.
This mod could easily be obtained during Act 1 either through random drops from mobs, or purchased from Vic once he was paid off. You could keep this one mod throughout the whole game since it could be easily purchased and implemented into newer optics. There is no 2.0 equivilant.
B. Looted weapons having pre-installed mods.
I looted a very nice stun baton from one of the Cyber Psychos, but had it's one slot taken by the new 2.0 'lethal mod' for blunt weapons. With the 2.0 update, once a mod is installed into the weapon, it cannot be removed or replaced. This means that any iconic weapon you're waiting for that plays heavily for your playstyle could be permanently locked off from being non-lethal.
C. Limited Slot Availability.
Despite non-lethal mods like PAX being made available the moment you start Act 1, there are no weapons available with slots that you could apply the PAX mod to. All melee weapons from Tiers 1-2 have no slots at all and ranged weapons only have barrel and scope mods. So even though PAX is available to buy the moment you start Act 1, you aren't able to use it on anything.
D. You cannot craft a Tier 1 PAX mod.
While you can upgrade PAX mods to a higher tier by combining two of them, there is no way to craft the first Tier on it's own. This means that PAX mods have to be bought multiple times in stores that normally only offer one at a time. So when you take the amount of PAX mods you'll need to upgrade to the highest tier, you're still left with one PAX Tier 4 for one weapon. And even if you craft the Tier 4 PAX, you'll probably not going to use it until you get the perfect weapon drop that will actually have an unused mod slot!
So here are my ideas on how this could be rectified in either future updates or through mods.
1. Give every weapon in every tier at least one empty mod slot. Even if we can only buy one PAX a day from a vendor, this would do so much to allow players the chance to play the game the way they want to from the start of Act 1. And having a free mod slot in every weapon would also encourage players to play around with different varieties instead of being stuck with just one. This would also help with immersion because why would stores sell weapon mods that you cannot use on any of the weapons they're selling?!
2. Allow mods to be removed and/or replaced. If you try to remove a mod from the used slot that the PAX mod would fit into, you are greeted with a "This Action is blocked' prompt. This prompt has me convinced that the inability to remove and/or replace an installed mod was actually an oversight. For those who haven't played CP77 pre-2.0, you actually had to have a perk that would allow you to remove mods safely from an item that allowed you to use them again (Or in some cases, get a specific mod for the first time). One thing that definitely would not help this game is the constant reloading of looting a mob in order to get a weapon that has an empty slot.
3. Go for a true 'Target Analysis' equivalent. A new purchasable optic cyberwar that renders all your weapons non-lethal? That was initially what I thought happened when I realized Vic had nothing to trade. I almost didn't care what stats I was sacrificing because I all I wanted was something that allowed me to go non-lethal.
What do you think?