Edit: And your edit manages to actually make the point I was talking about. If you say, "Oh, this part doesn't work and is kinda shit and doesn't make sense" the reaction shouldn't be, "Lol, the Traditions suck" it should be, "Hmm, let's think about this."
Because that's what this thread's reaction is to Technocracy problems/etc.
Part of the big reason for that is that the Technocracy needs less effort to fix to get it into a gameable state. See, the Traditions basic structure was set when oMage 1e came out in the early 90s, and they haven't really evolved since then. By contrast, the modern structure of the Technocracy comes from 1999, when Guide to the Technocracy came out. GttT wasn't being written in the same (possibly on drugs) mental state as oMage 1e.
And the other thing is that the Technocracy's core structure (five Conventions, allegedly on the same side but with actually quite major political and paradigmatic differences, and then the people put in these groups then form natural parties who in theory cooperate with other parties, but in practice often plot against them)... is solid enough that
the nWoD games used the same model. The Technocracy model of 5 organisations that PCs can belong to, which feud but also work together, is the same model used by Requiem, Awakening, and so on. It's a model that you can hang a game off and that WW have reused repeatedly. The splats themselves are easy to explain to people in a way which provides plots; "Big Government, Big Business, Big Pharma, CYBORGS, and Area 51". It's also small enough scale that people can keep the inter-splat relationships in their head - "NWO is rivals with Syndicate and suspects the VE, Syndicate backs VE for corporate reasons and is making a play against NWO for leadership".
Yes, there's a lot wrong with the Technocracy at a game level, but the core structure of "you're part of this big morally ambiguous government conspiracy that spends as much time jockeying for power internally as it does actually furthering its goals" is a solid and gameable basis.
By contrast, the 9-splat model of the Traditions needs a lot more work to fix up. A bunch of the Traditions are just messes (at least in part because there were early WW writers who didn't want to make them too closely resemble real life groups for fear that people would cast real magic), and 9 interacting groups (or ten if you count the Hollow Ones) are way too numerous to model in your head.
I guess what I'm trying to say is that when the people in this thread try to patch up and update the reference pools for Technocracy games, they can just go "Yeah, Void Engineer XCOM go go go" or "Let's do a GitS Section 9 game". By contrast, doing stuff with the Traditions means you're stuck with a lot of... dubious early 90s things (Dreamspeakers, Hollow Ones), and changing things requires a lot of effort because you have to go for more fundamental rewrites of things.
Not that this can't be done. Like, I certainly know that
@Aleph and other people have said that one of their favourite characters in Panopticon Quest was Father Orsino, a Mexican Liberation Theology Chorister (who's really actually a Knight Templar). But it's much easier to just take a chunk of the Traditions and go "Yeah, so the Chorus in Mexico are largely Templar, heavily Catholic in their beliefs, and their paradigm emphasises reason as much as faith, which is why they use Hermetic-esque elements like how they summon angels".
To put it bluntly, the Nine Traditions hold back the Traditions, because they're kinda really artificial and "game-y" and ignore very interesting things like the heavy historic overlap that you should have between Hermeticism and Christianity (John Dee and Isaac Newton, anyone?).