Cyberpunk and Werewolf: The Apocalypse have a lot in common. They both speak to a certain conservative streak in modern public discourse: a distrust of technological development and economic advancement that at its extremes becomes almost misanthropic. We're ruining the planet, globalisation is disruptive and damaging, and by the way development brings inequality and mental health problems and Justin Bieber and God knows what else, so it's best not to bother. This spans the political spectrum and I certainly feel susceptible to it at times, so I offer it simply as an observation.
Cyberpunk is the political aspect of this, of course: the future is here, and it belongs to the rich. If you're not in the 1% you're in for a miserable life of drug addiction, brutish violence and the collapse of society - if you're lucky. Werewolf is the environmental: humans are basically arseholes bent on destroying the natural world. The two games are two sides of the same rather bleak and angry coin.
So why not combine the two? Werewolf's rules are terrible, but I've always thought that under its surface it has (interestingly but in a somewhat cowardly implicit fashion) suggested something that very few RPGs ever have: the PCs are terrorists. They have an aim in mind and that is to actively and aggressively defend the natural world from exploitation. And if that involves violence, so be it. This creates a sandbox game with a difference. Rather than seeking fame and fortune, the PCs are acting to preserve - searching out threats to a certain natural habitat and eliminating them with extreme prejudice. They are the white blood cells of gaia.
Cyberpunk, on the other hand, has better rules and goes the extra step in creating a setting which does the requisite caricaturing to make the ecoterrorism motif seem plausible and even necessary: in a world in which there is absolutely no restriction on corporate power and the blending together of the commercial and political elites is so total, violent activities in response feel almost justifiable.
What you would come out with is a very tight and focused game which, as well as being thematically interesting, would also provide a heck of a lot for the PCs to do (something which the oWoD books were pretty terrible at). It might even - dare I say it? - provoke some thought in the heads of the GM and players. I really quite like the idea.