Yea,
A lot of the supporting rules are there mostly as back ground setting materials (meaning things like SINs, and Credsticks, etc), while they add spice and flavor to the game, they are not so supported that you can pick them apart for a game of "Economics and Capitalism".. And to be honest, most players don't really care about economics, or capitalism.... unless it involves magic and large amounts of high velocity lead
But, if your table IS interested in these things, it doesn't hurt to make them a more important part of your game. Just don't lose the forest of the trees..... Meaning, if your players have no interest, trying to cram something down their throats isn't going to serve your table well.
Sometimes, simple GM fiat will do, especially if you have a background in economics or finances, just apply what you know, and go from there. If you don't have such a background, then getting some basic knowledge in those things can help you out to see what is going on.
My background is in construction (electrical), so I have a good understanding of exactly what someone would find in most buildings, be that commercial, industrial, or residential, and I use that knowledge, both as a player and a GM when planning runs, and missions.
To give you an idea, on a high rise building, the average height of the ceiling to floor is 12 feet, with a false ceiling at the 8 to 10 foot mark. Most interior walls are only aluminum studs, supported by tin strapping and drywall. Which means, getting into a locked room in an office building is as simple as a boot to the wall. (Or a running troll!). But most players see a wall and think its impassible. I also know that the floor is on average 18 to 24 inches of re-enforced concrete... so it will reflect a blast, while the walls won't... and you are NOT tunnelling through a floor
And when I want to get REALLY dirty with a GM and his master piece of top notch automated security.. I know exactly how and where to disable the entire system, AND the back up... (Or course, now its a question of if my character knows this.. which some do while other do not.)
So feel free to whatever you think will enhance the enjoyment of your players, SR gives you a framework with which to work with, after that, its up to you and your table. If you are worried about Canon... well, as the old saying goes: "No plan survives first contact with the enemy", and your players are no different!