First of all, I hope they use Fuzion as the base rather than Interlock. Fuzion had fewer skills and was more consistent. As much as I adore the original CP2020, there are too many skills and some are too specific, and some are too narrow in focus. Remember, this has to translate well to a video game.
I am gonna drag up Fallout....
There are similarities between Fallout's SPECIAL system and Fuzion. The number of skills in Fallout was a very manageable number. I presume there will be more skills in SP2077. If there are too many skills, managing them will take too much time away from enjoyment of the game.
When I played CP2020, our Ref gave us Improvement Points for each skill, applied to that skill. (Rather than giving us IPs to spend how we want.) In CP2077 I expect one of two ways of dealing with skills:
1) Skills will number 1 - 10, with each skill having an improvement point tracker. You gain IPs by using it or training it, with higher levels requiring more IPs. That would be more true to the tabletop system.
2) Skills will number 1-100, which are raised incrementally, much like in Fallout. Drop off the last digit and you have the tabletop equivalent skill level. The interaction of Stats and Skills would have to be adjusted, but that's just math.
Either way, I would expect more "benchmarks" than "rolling" for skill checks. In a video game, you can save and reload and try again. There are ways to combat this, but it's not really necessary in most cases. It should be reserved for such instances as gambling in Fallout. (Particularly, Fallout: New Vegas had some re-load protection at the casinos.)
I know Fuzion is not a level based system, but for a video game that might be necessary. A level based system allows for skill planning. You will only get X skills or improvement points over so many levels, so your choices matter. In a more open ended system, you need to find limits, or you have to plan the game around a player being able to max every skill. Perhaps the designers will come up with an elegant solution that does not resemble Fallout. That would be cool
With option 1) above, since higher level skills cost more improvement points per level, you can specialize in a few skills or have a broad range of lower level skills.
With option 2) above, you will have the same number of points divided among your skills, so you can plan which skills will be high or low.
Honestly, the easier it is to make decisions about game mechanics, the more the player can focus on enjoying the story and gameplay. Some players value complexity and number crunching and min/maxing the numbers. For me Fallout hits the sweet spot. I understand that Cyberpunk is and should be different than Fallout. But I want it to hit the sweet spot. I really want it to be better than Fallout.