TImeline: 204X+ to make space for cyberware and internet development. Corporate Wars timelines still in, just pushed forward. SouthAm exchanged with Afghanistan/Iraq - first cyberware as a result of advanced prosthesis projects for wounded soldiers. Soviet Union doesn't exist since the '90s. Russia a capitalist wild west without any rules, men can get rich there within days but go bankrupt and dead even faster. Arab nations are a nuked wasteland (like in the original timeline). USA didn't collapse with 100 million dying within 10 years, corporations have pretty much bought both the Senate and Congress triggering a massive military and civil unrest against it. Thus begun balkanization of the US - states started to secede, creating their own separate administrative entities called free states. Economically powerful states like Texas and California are the only ones that kept their free status in 204X with almost all of fly-over states (apart from Wyoming and Colorado) succumbing to economic pressures of Corporate Washington to re-join the Union. Catastrophic unemployment due to Corps outsourcing jobs, massive economic inequality, overcrowding due to exodus to cities as farms become incorporated and automated, lack of medical care to the uninsured leads to untreated infectious diseases to spread among the populace decimating it... Still a Dark Future...
Technology: pretty much based on Shadowrun's wireless technology, without cables (although paranoid PCs may still use them), Netrunners able to hack gear/cyberware/smartguns on the fly. Caseless guns a standard with energy weapons making slow strides into the mainstream. Drones everywhere - traffic drones, street cleaners, hovering TV cameras, surveillance, etc. Neuro jacks acting similar to GitS' cyberbrains. AVs considered outdated, the same with Tiltrotors (Osprey) - light ducted fan craft are prevalent (think SA-2 Samson from Avatar or the Bat from TDKR). CHOOH2 was a good idea so it stayed. Techies and Netrunners become the wizards and sorcerers of the future...
Mechanics: starting characters can't have their special ability higher than the median of their 10 profession skills.