The concept of 'cantrips' here is borrowed from Dungeons and Dragons, a very basic spell that can be used at-will. Most of the best skills have some kind of mechanical action, initiated by command, that does something, and I think this could be extended to better support some of the more niche and underserved skill-sets. Essentially my thinking is of three abilities, spread across the UE curve from minimal to extreme investment, each one doing something practical and immediate and on-demand, that scales based on skill-level, and is initiated by a command — and, for the sake of ease of implementation, also does something that is already codedly possible whether that's through an item, or whatever else.
Basically giving some characters more immediate utility, and encouraging their inclusion in gameplay, rather than an item. Giving them something fun to initiate and do on demand, like sneaking, theft, combat, et cetera.
To give a few examples to illustrate what I mean (though these are just throw-away concepts and have not been like, considered for balance, or whether the abilities make sense for archetypes I'm less familiar with. Cantrip number ranges from 1, low UE investment, to 3, extreme, and N scales on that investment level):
Systems:
Cantrip 1: Boost local SIC signal for N time. (1-5 minutes)
Cantrip 2: Disable target alias SIC signal for N time. (10-60 seconds)
Cantrip 3: Locate alias SIC location to N precision after 60 seconds. (Sector, sub-sector)
Electro Tech:
Cantrip 1: Disable sensory cyberware on target for N time. (1-20s)
Cantrip 2: Disable all cyberware on target for N time. (1-10s)
Cantrip 3: Disable all cyberware at target adjacent room for N time. (1-20s)
Auto Tech:
Cantrip 1: Reduce target vehicle speed by N percent for N time. (25-75%, 10-240 minutes)
Cantrip 2: Increase probability of vehicle accidents over baseline by N for N time. (10-25%, 10-120 minutes)
Cantrip 3: Disable target vehicle for N time. (10-60 seconds)
Secure Tech:
Cantrip 1: Disable target surveillance device for N time. (1-10 minutes)
Cantrip 2: Disable all proximate surveillance devices for N time. (1-5 minutes)
Cantrip 3: Disable all surveillance devices at target adjacent room for N time. (10-60 seconds)
As far as usage, they could either draw from stamina, a fixed number of uses per day, or a relative number of uses per day based on UE or associated stat. The better cantrips might require the accompanying use of some archetype appropriate piece of gear (like a term for deckers) but the idea is to transpose stuff that items do onto the characters themselves to give them more practical, daily utility in order to involve them more in the coded conflict systems in place.
To re-iterate these are just examples that I came up with after a few minutes of thought, not meant to be hard and fast fixed things, maybe three abilities per archetype is just too many to be practical, and a single scaling command might be better -- but I do think it would be beneficial to everyone to give some of these archetypes something powerful to do, considering how weak and underserved a lot of them are in coded terms, especially if it means giving them some coded function that would otherwise be found on an item that you can't RP with.