I believe staff when they say that licenses were added to provide challenges to overcome and not to give WJF PCs more power. I also believe that it's possible that this did happen even if it wasn't the intent.
I am not against challenges to overcome. Though I do think it's important to constantly evaluate if the changes made to accomplish this are having the desired effect and to check what side effects come from it. I think that in a lot of cases these things help in some ways and hurt in others. And it's hard to see all the ways they impact the game with our perspectives.
For example, having licenses like medical and security licenses might encourage players to go earn them. However, the most common process of overcoming this challenge feels… boring to me. And while there are other ways, many of them force you onto certain paths or are too much work for the reward. Heck, some are things many players may never even consider!
At the same time, say there were no licenses, you might have other challenges. Maybe people start competing for business. Something that is harder to do when licensing might result in there not really being enough cyberdocs at any one time to compete for patients. So the challenge of competition might have been lessened in exchange for the challenge of getting licensed.
All this to say that it's never simple. I prefer more free form play where players have reason to compete with each other. Being each other's challenges. I'm less in favor of design choices that, often unintentionally, create well worn paths that many players have a hard time seeing past. That limit competition. And I don't think anyone will get these things right the first time. It's an iterative process.
I also respect that, while I prefer a cyperpunk landscape in which the corps exercise more power in many ways similar to what 0x1mm describes, that this might not be the world as staff sees it. Though I will also say that, in the past, staff has supported corporate first pushes.
The last corporate PC I played went out of his way to remind the WJF that they had no authority on his corp's property. He even trained his co-workers on corporate sovereignty and how to push back against the WJF as much as possible. How to handle Judges that were trying to exert authority over them in any way. Worked on ways to even work against WJF authority over his corp's employees when not on their corp's property.
Staff never had a problem with any of what I did at the time. Some even seemed to like it. And I am 90% sure this was after CPI was put in place. Things might have changed but I suspect that WJF power over all isn't as complete as it's commonly perceived and that staff are still open to such pushes.
It reminds me of gangs in the mix. As mixer PCs give authority to gangs by going along with and even spreading practices that are not in fact word of gang law, corporate PCs are often letting the WJF get away with things and thus empowering them even if it's not how the wider world really works. Often they might not have any clue it could be any other way.
Back to licenses though...
I am not saying that they have to go entirely. I wouldn't mind really but I am not going to be all that sad if they stay. I do think, however, that it's a good idea to review them and adjust. Look at how they impact things. Get player feedback to expand the limited perspective staff has (yes, staff too has a limited perspective). Adjust as needed. I think some fair points have been brought up and are worth considering seriously - even if staff comes to the conclusion that things are fine as they are.