Thanks to your feedbacks, I think I got an overall scheme which can be counted as 'consolidated'.
1) Cybernatic Surgery can be initially started from Pinkerton, thus early questing place like Super Duper won't be appropriate.
2) You can find a Surgery handbook on Pinkerton's desk, so that you can update one doctor able to perform the surgery after.
3) The current line-up is, for Player's convenience, Moira of Megaton, Godfrey(robot butler in Tenpenny suite), Sawbones(Dr. Gutsy in Citadel), Doctor Barrows in Underworld.
I think three locations for implants can be confirmed.
AR Scanner in Mechanist Lair would be most useful to remained gameplay. New Tesla thingy from DLC Broken Steel, which increases energy weapon damage. Relocate Stealth Nanobots from Vegas to DLC Anchorage Storeroom, for Player who wants stealth field without the suit, and to make Anchorage more rewarding. (I forgot DLCs are mendatory to TTW, thanks for reminding!)
And then, most importantly, WHAT TO DO list.
I checked the cyberware script. it seems fairly easy to adept new items just as other PN functions apparently. I would like to establish basic in-game functions first, thus we can discuss and locate items immediately. So the priority is to build new implant list first. Name, concepts are not important at this time. Once the number of new implants is confirmed, I will build list via FNVedit, then a good Samaritan scriptor will be needed to do 1) add items to *a* script, 2) add new doctors to the surgery line-up quest.
This is the new implant list I made briefly. Anything new or modification ideas are welcomed, but keep it mind that skill boost implant is most unnecessary since TTW doubles the gameplay length.
* xi means infinite or at least common
<Head Implants>
Motion Sensor x1: Perception +1
Signal Decipher x1: Damage against Robot + 25%
??? Targeter(or something) x1: Increased Weapon Damage +5%
<Torso Implants>
Adrenal Circulator x1: Increased AP + 25
Polymer Husk: Fire Resistance + 15%
Reflex Coating x1: Energy Resistance + 15%
Tesla Amplifier x1: Increased Energy Weapon Damage by 15% (related to Broken Steel)
Exoskeleton Segments: Improves limbs max condition
<Arm Implants>
Wrist Spindler xi: Melee critical chance and damage increased by 20% (30,40)
??? Plate(or something) xi: Melee & Unarmed Damage +2
Recoil Stabilizer(or something) x2: Guns Damage +1
Internal Pocket(or something) xi: Increased Carry Weight by 20
<Leg Implants>
Air Pressure(or something) xi: Increased Movement Speed by 6% (8,10)
Load balancing(or something) x1: AGility +1
??? Bumper thingy x2: Explosive Resistance 20%
Note that PN cyberware provides two slots per each body parts, then you can pick three perks ;each to give additional slots for each body parts. That's all for now. Let's make it living! xD