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Well yes, but that's what I mean by "metagaming" in the OP - it's not narrative design, the only reason is for game mechanic reasons, which wouldn't be needed if the writing/design was more organic. This is the kind of thing that makes SRR games feel immature and shallow, which makes me sad because I love a lot of things about it.
Even without that, he would know his own guys came up dead and you didn't. He would have a way to know.
Oh, and that rigger was a sicko who deserved to die.
It's not really metagaming when you can figure out the obvious. It's not KE standard procedure to chop maintenance staff to bits. However, I did pick up the Rigger at first, because I wasn't sure that he was the one who actually did it. I shot him once I found out. Nets you an extra point of karma as well.
I think it rewards you for having a conscience, so to speak. If you spare the Rigger at first, you are probably doing so because you believe his story of him and his team being set up by Mr. Fuchs. Once you find out that he was lying and actually did botch up the run with his sadistic urges, you essentially bring him to justice, while risking not getting any payment from neither the Rigger nor Mr.Fuchs.
Speaking of which, *minor spoiler* in a later mission where you obtain a horrible secret,
there is an option of handing it to the Flux State so they can attack a corp in public,
or destroy it so that its secret will never be abused. Both are optional objects btw,
Interestingly, destroying it earn you neither karma or nuyen(both are rewarded if you give it away).
Not sure if that's a bug, because the objective of "giving it away" still remain though the main objective "decide what to do with it" is completed. If it's not a bug, then I guess it's really up to the player's conscience(or how they roleplay their character) to see if they are willing to sacrifice money and stats for the greater good.