True. Very true. They're generally known as archetypes, and Shadowrun still has them. They're a great way to introduce new players to a game. But even these characters can be "made your own" as you play and progress. I'm glad you brought this point up, because in a way, that is what Cyberpunk has given us. 3 archetypes (streetkid,nomad,corpo) as a starting point for our own journeys through the game. In my second playthrough as my corpo Razorgirl, I finished the heist and just played through 3 scenes (all linked by a common theme), that I never saw as my streetkid Netrunner. From the way these scenes played out, the only reason I got to participate in them is because of the Corpo character's background relationship with Jackie. Also, there were quite a few choice spots in these scenes that could have changed how it played out.
The more I play this game, the more convinced I am that there are many layers to the dialogue. However, given our discussions, I've started to look at it with a more critical eye, and I think in a way we're both right. I believe the dialogue is multi-layered at certain parts of the game, branching off in multiple directions. But I also agree there are parts that are very much on rails, and the game could have been made so much better if there were branches of opportunity at those points as well (the bathroom scene after the Heist comes to mind). Let me know what you think.