... wow, you guys really want overboardness.
Look, anything that needs to get there NOW is not going to necessarily be able to go by Corporate Express; use runners. If it has to go to someone and you want The Opposition looking the other way, use runners. If you're expecting more trouble than you want to spend corporate resources on, use runners.
Quick, "short," nasty courier run: Have the character either with the fastest, most agile mode of ground transport (specifically) or the one with the Fixer contact get the call. "I need your motorcycle speed demon at 9th and Foxwell in Ft. Lewis in 20 minutes. He'll be taking a series of chips to several locations, including the Snohomish docks; I'll send you the location en route. ##k for a safe and on-time delivery." ##K is, of course, however much is typical for your team's runs; add on 10, 20, 50% because it has to be done on the fly and because you want them to concentrate on Doing The Job and not on how much it might cost them.
Why ground transport? Make something up. The Federal terrorism warning is at Double Red, and anything that isn't broadcasting a steady AA+ corporate signature is gonna get shot the hell out of the sky. You have to go through a couple of narrow places in order to drop off the chips, and you need a personal touch for it. Whatever. Because Mr. Johnson Said So. And if you don't obey him, then one of your drop-offs rockets the drone you're using, swipes all the rest of the chips, and you get a Rep hit.
Then you have everyone else converging on the route as the speed demon goes. The mage gets his optic binox and climbs into the rigger's helo to zap stuff from afar; the rigger runs sky interference. Other PCs play blocker, tangling up 'the bad guys' as the ball-carrier scrambles to get clear of the scrum. The face is babbling to three different gang leaders, promising whichever one gets there first a 10% cut of the whole in order to be MORE blockers.
Never tell them what's on the chip(s). They pick up from one guy, they drop off to another guy. If you want it more complicated, they pick up a bunch of chips and deliver one to each of several targets - or pick up Chip A, drop it off with Guy A, who gives them Chip B, to be delivered to Guy B, who gives them Chip C ... all the way down to Chip Z. Or whatever.
Don't let them plot or plan for very long. Run the timer; constantly push them for decisions in 'three, two, one'. Make it - KEEP it - exciting. Run combat fast and loose. Run, run, run is the name of the game. If they lose the bike, hey - they still gotta get there, right??