Thieves are, in many ways, the quintessential outlaws. They're burglars, pickpockets, and con artists who are in it for the money rather than any particular cause. They're not especially augmented and prefer to rely on their own skill and ingenuity rather than implants or fancy tech. That doesn't mean they won't use such things that fall into their hands - just that their strategies don't revolve around them
Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thief's tools to disarm a trap or open a lock, or take the Use an Object action.
Traceur
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Tech Dilettante
By 13th level, you have learned enough about the workings of tech that you can improvise the use of tech items even when they are not intended for you. You ignore all class, race, and level requirements on the use of tech items.
Impossible Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.