So this question is going to have a different answer for every group, but I was curious, what would you consider an acceptable dice pool? And this is going to be a bit different for what kind of pool, so lets break it down.
Weapon/attack pool for primary combatant and for someone who is secondary/backup combatant.
Social Skill for primary face and backup/secondary face.
Technical skills like first aid, demolitions, again primary and secondary/bu.
Magical pool for things like spell casting and summoning, again primary and backup.
Matrix action dice pools for primary decker and a secondary.
Assume someone out of character creation, standard starting power.
Let the (polite and respectful) argument commence!
Lots of good advice in terms of table balance has already been given. Power level varies quite a bit, but if we take Missions as a baseline....
1. There's a sliding scale with attack pools, both in terms of return on investment and attack effectiveness. Mundane punches need a higher pool than 6-round FA bursts, for example, to have even close to the same level of effectiveness. I would say 14 is a decent starting point for someone with Automatics, but lower DV/AP attacks will need 16+. Backup attacks are generally ineffective attacks. Having an Agility 3/Pistols 3 guy pop off with his Ruger in the middle of a fight is generally a waste of an attack action, to be honest. If you can't attack, have some other ability or skill that makes you useful in combat or have some sort of tactical trick (like suppressive fire or grenades) that you bring to the table.
2. The penalty for failure (or simply a lower level of success) with social skills isn't as stark as it is with combat skills most of the time and for those moments in which you absolutely, positively need to con that guard, you have Edge, so the pool can be a little bit lower. My Missions character was designed to be the second-best option at the table for a number of roles, and he rolls 13 dice if he needs to Face (15 for Bargaining). That seems sufficient most of the time. Having some competence in social skills is pretty much required for every player at my table, but that varies. If you have 8 dice, you can be reasonably helpful in teamwork situations and can avoid embarrassment when you're on your own.
3. Technical skills generally take place out of combat, generally work on threshold, and allow for teamwork tests. Assuming there's a little bit of coordination between players when it comes to skill allocation, 9-10 dice should do the trick. If you're the only one with Hardware, think about getting to 12 if your GM handwaves certain things with buying hits.
4. Like combat skills, magic skills are very hard to quantify since what you're trying to do (opposed tests vs. rolling for hits) matters a great deal. Different categories of spells will have different answers. With that in mind, if you are playing some sort of backup spellcaster, look into reagents and types of spells that are generally unopposed. For primary spellcasters, chargen caps things comparatively low, but I'd look at 13+.
5. You can never have too many Matrix dice. Deckers have some of the hardest rolls in the game and some of the steepest penalties for failure. 15+ dice for Hack on the Fly (or Brute Force), slightly fewer for other actions.