Don't forget to make some notes on rivalries. If some of your gangs are based on metatypes and have racist tendencies then there will be rumbles. Keep track of how old and intense the rivalries are too. Is it limited to flexing and showing off weapons when the two meet or is there a full blown gang war going on?
Way ahead of you.
Hexers are too small a gang to be of much interest and live in an abandoned area - self destructive anyway, with a few summoners who tend to get a bit in over their heads. Their only "allies" are the Dirt Devils, who sometimes smuggle them reagents, making them likely to flame Cutters on-sight to try and earn brownie points.
Tusks don't like the Ancients at all and are willing to got to town on them if given any provocation. They also don't like the Dirt Devils, but they don't have much interaction with them, so it's more a grudge.
Waterway Gang is, well...nobody likes them and they return the favor. They have ties to Humanis and the notably-racist local Triad. For the metatype-based and inclusive gangs they're practically at war with everybody. Only their size and the rivalries among their competition are allowing them their levels of success.
Ancients are too small a gang to start anything. That said, they dislike the Tusks and the Halloweeners (due to a tendency of the latter to do their stupid stunts on their population.)
Dirt Devils are actively warring with the Cutters over who rules the roads of the TC Sprawl. They're friendly with the Hexers and feel no real sense of rivalry with any other gang.
Halloweeners aren't terribly well liked by the street gangs due to their tendency to pull their ghoul-mockery stunts wherever they feel like. The Cutters have a cease-fire with them, and the Dirt Devils don't give a crap about them.
Cutters are actively warring with the Dirt Devils (and are losing slowly, their leader is an idiot) but have no issues with other gangs due to their largely businesslike nature. Hexers also try to kill them actively, but the go-gang doesn't really go anywhere near their abandoned are anyway.
Okay, I built two new gangs. It's the end of my sprawl gangs:
Gridlocks are the Matrix gang I missed. They're largely poor punks looking to feel powerful, headed by a couple of low-end technomancers. They aren't a physical presence in the sprawl, but on the public grid they could gang up on lone VR personas, pounding on them with use of their Lockdown programs to hold their target. They have the cheapest cyberdecks on the market, some stolen and some traded for assorted stuff. Roughly 40 deckers, exactly 5 technomancers.
Jotuns are an all-Troll gang who dress in blue and white, and carry sledgehammers painted with the same color scheme. They control the area surrounding the popular Jotunheim club, collecting protection money. They are possibly the only gang nobody has a problem with (the Waterways Gang leaves them alone out of fear.) Their membership is thus pretty jovial and friendly. Leader is "Mimir." About 60.