The way it's made makes it accessible to both combat and non-combat interactions, with lots of GM fiat to affect the story in the best way possible. It is very friendly to homebrew and picking whatever rules you want, and adding skills whenever/wherever you want.
The one thing that makes replicating cyberpunk hard is gear. Since SWADE is a step die you don't have a ton of space to pump weapon numbers up, and the way that Powers work (with trappings), damage types are more of a flavour-turned-into-mechanics kind of thing. Plus, gear does not degrade in SWADE (though that for me is a plus, just more bookkeeping).
For reference, the thing I like most about SWADE in general, is that I can run almost anything with the same system and that it isn't crunchy. Doesn't matter if its a space opera, horror, sci-fi, dark fantasy or high fantasy medieval. Easier to run the campaigns I want if I don't have to talk my table into learning 5 different systems. The weaknesses of SWADE don't outweigh that for me.
Not sure about fifth gen, but I moved to Savage Worlds after the OGL debacle and after I ran my first session with 7 players.
Part of the reason I moved was because SWADE is generic and made for homebrew, since that means I can run nearly anything I can imagine. The other part is that DMing it is way, way easier. It is about as crunchy as DND, while demanding less homework and allowing more fiat for the DM (as is with lighter rules ttrpgs).
One example, an encounter with 10+ combatants at early levels could easily take up to two hours at the very least on DnD. In savage worlds, you make those mooks extras and focus on keeping the boss interesting. Mooks hit as hard anyone else, but they'll drop from the first solid hit. This makes scenes like Boromir's last stand very achievable. That, plus the simplified action economy (similar to PF but simpler), power points instead of vancian magic, classless character system, means that people aren't looking and fidgeting around while a player rereads their sheet for the fifth time looking for a specific feature or description of a spell. Combat is over in minutes and since it just takes a couple of aced dice for it all to go wrong, it's exciting.
It does have some stuff I'd remove if I could (removing attack rolls would be the first thing I'd do, replacing it with a straight damage roll with riders to inflict shaken and/or wounds), but it is far and away the TTRPG I want to DM.
Edit: lots of edits, I'm sleepy and missed some stuff.