Plus I think betrayal in cyberpunk is a little more variable, right? It’s not noir detective shit where the PC with the most recent birthday gets the One Righteous Man playbook and everybody else is double-dealing. I think there’s an entirely valid genre->game mapping where betrayal should be external, a question of GM moves and principles rather than PVP.
In fact, I’d go so far as to say that I think a straightforward turn-on-your-team-for-corp-rat-cash setup is probably destructive. (Not that you were advocating that per se, of course.) If you’re going to do a heavy can-I-trust-these-bastards-around-my-table thing, being open and honest about core values and letting the guessing game be “will he back me so we can get X thing that we both want, or does he value Y more than X?” instead of, I don’t know, “did he secretly get a better offer when I was in the bathroom?”
(In a PtbA context, I think you might be able to get a little more cloak to go with your dagger via some sort of assess-hidden-leverage phase, prolly tied to Hx/whatever, where you know this guy needs the money to keep his mom in the good hospital, and you know he hates some other corp that doesn’t matter for this gig, but you also know you didn’t ace the roll and he’s got some other handles out there. Maybe nothing that matters, maybe some little bit of history he wants to wipe from the servers while you’re inside the perimeter (and maybe that’s a problem or maybe not), but also maybe his kid sister’s held hostage by the security firm guarding the building and he’s gonna do you to keep her safe.)