But this is a game meant to accompany a wide variety of playstyles. From the pinkest and most oversized mohawks to the most noir of the mirrorshades. Making one playstyle the "right" playstyle is detrimental, whereas the pre-errata system had everyone happy, with all weapons having their place, now, it is just grab and Ares Alpha and you're good to go. The way recoil works post errata makes certain playstyles and weapons drastically better then others, instead of each having their own areas of expertise. It wasn't broken before, so I don't know why they tried to "fix it".
I can't agree with either premise.
1: you can choose how you want to play the game, but the rules and setting as set out in SR5 are way more dark trenchcoat than pink mohawk. "Everything has a price, and you will pay" is much more noir than "happy fun gun time!" In my experience, 4th edition was way more Pink Mohawk, but it was written by a different company. This edition is much more in line with the flavor of 3rd, but wireless tech has made it more dystopian, what with SINs being both mandatory for life and generally not available.
2: if everyone in the group is taking Ares Alphas, then the GM really needs to highlight the consequences of weapon choices. There are
so many runs where assault rifles just aren't a good idea.
I'll mention two; I recently had the runners assaulting a guerilla militant compound in the desert a ways out from San Francisco. The guerillas were armed with sniper rifles (actually hunting rifles) and machine guns (crappy ones) on their buggies, and the samurai could not engage them with her assault rifle... but the guerillas had no trouble on the open desert a kilometer away. Stealth was nearly impossible, even at night, due to thermographic vision and lack of cover.
The second example I've got: my runner was hunting for a saboteur at a nightclub. I had to blend in and take out the guy who was planting bombs, before he had a chance to detonate them. That meant total discretion - I had a taser, mono whip and light pistol, the only weapons I could get past security. In this case, combat was one uncontested mono whip attack to the back of the neck.
Oh, and did I mention the time my runner was in space? Only laser weapons and gyrojets worked on the moon. I guess that's three.
The errata didn't change our weapon selection for any of these runs, and that's why a variety of weapons exist in the first place. Concealability, range, versatility, stopping power, magazine size, these are all important traits to consider when selecting your weapon.
3: Single Shot isn't a play style, it's a weapon trait. If SS weapons are really important to your character, the Ruger Superwarhawk is still a fine way to go. It hits as hard as an assault rifle and neatly fits in a cyberholster for a free action, highly concealable quick draw. Ammo's cheap too, you aren't blasting it all over the place.