Interesting! I hope you'll post an update on how you are liking it after a couple more runs, and if you have tweaked it at all.
It went actually well, with smgs and shotguns being more used than before. Unfortunatelly, the game ended two or three sessions after that post, so we couldn't really stress test it that well.
After a long hiatus in RPGs in general, it could be that I gonna be playing (as GM, but it IS playing!) a sci fi RPG, and we are intending to use SR5e as the "base system". As me and another friend have some online time to discuss rules and such, and the game probably won't start before July, we are thinking about some other house rules, some borrowed from other games, some to alleviate some warts.
1 - While still using the modified range table that were proposed, telescopic sight increases the optimal range of the weapon by one range band.
2 - We loved counting ammo when we're young, but nowadays it is more trouble than its worth, so we decided that each weapon has one or more "ammo boxes" per maganize. While you're shooting single shots, you don't track ammo, you're supposed to use your ammo efficiently. If you use it in semi-auto mode (double taps, semi auto-bursts, you name it), you roll +1d in the attack, but you spend 1 "ammo box", if you fire a short burst, you mark two boxes, and roll +2d to attack, same for long bursts (three boxes and +3d) and full auto bursts (4 boxes and +4d). In the paper it seems a little fiddly, but its easier to track than bullets on a one on one basis, and, lets be sincere, it is very rare for a Runner to actually empty a gun maganize in the current rules. This is almost the same rule as seem in the "Ghost Ops" RPG, and it works well there. An automatic pistol, like the Predator, would have about 3 ammo boxes, a good assault rifle, between 4 and 6, larger weapons, like HMG, 20-30, and revolvers as little as one ammo box. Also, on a glitch, you spend an ammo boxe, so you can go dry while firing single shot, is only harder.
3 - I guess this is the bigger change, which we began using in the ill fated shadowrun campaign, and, while it was received with suspicion by some players (mostly min-maxers), it was embraced by the group: the maximum amount of dice rolled is 10, period. If your pool is higher than 10, you remove dice from the pool in groups of three until you're left with 8, 9 or 10 dice. You roll these dice, and, IF successfull, you add 1/3 of the removed dice as bonus successes. To exemplify: Camper has 17 dice in Shooting plus Agility, before rolling, he removes 9 dice from the pool, and roll the 8 left. If he scores at least 1 success, even if it is less than the necessary threshold, he adds 3 success to the final roll, from the 9 dice removed. We tested it for only one session, but it seemed to speed things a little, and removed a little of the excessive edge that hyperspecialized characters had in their field of expertise.
Well, I think that that's it. Sorry for my confusing english.