I'm hoping for many more other small details.
For instance, I think it would an interesting small detail to add blood type selection during character generation. One might want to be a little bit special with a ultra rare blood type, but, in-game it might have the consequence of increasing the cost of medical care, and although it's more a nuisance, it could very well also play into some minor side quest that might require obtaining an ultra rare blood type.
That's less of a visual detail, and more of an interactive, role playing detail, but, a small detail, and when combined with many more small details can add up, just like with visual detail, to provide a much richer picture and experience.
It'd also be nice to see a wealth of knock-off and alternative options to cyberware; shady folks trying to sell you totally legit f'reaz trust me name brand cyberware and gear ... that turns out isn't, and breaks or causes problems, plus all the things folks can use as alternatives to cyberware for those that can't afford the gear they really want, or can't because cyberpsychosis, or neuro-degenerative-cyber-rejection syndrome, or some other invented reason to justify hand-held phones, goggles, and other bits folks might facilitate that can't, or won't have cyberware. if only to fill out the market with a background noise of bad, or inefficient choices that might not look like bad choices, where there may even be a diamond in the rough.
Such detail adds red herrings, and a little more wear and tear, dents, scrapes, rust, and frayed edges to a worldscape to feel more lived in, and lived in by people that might not have your talents, that has a market serving more than just the player character.
That's another thing; creating the illusion that the world isn't just there for the player-character to experience, but, a world that's lived in, and interacted with by the people in it. The Witcher 3 did a decent job of this, and it'll be nice to see where and how those less visual, less tangible experiences, and small details manifest and play out.
Anyway, yeah, small details are the good. Lots of small details together; visual, auditory, the impression of tactile and other less translational sensory interaction, plus all the other experiential, things goes a long way in tying all the bigger pieces together to create something more than just fun, but, memorable.