I know I have asked a similar question but not this exact question so here goes (and apologies to those who think I am needlessly repeating myself)
What group roles or Character Specializations (Decking, Rigging, Magic, combat, etc) are Absolutely vital to a group, and Which ones are maybe not necessary but nice to have? as I have stated before, I am in a group with only 4 pc's to cover the bases so I am trying to figure out what my group has and what it needs...
I think there are 2 things to consider in Shadowrun when it comes to Group Makeup and Character ability.
A. 2-5 Certain special skill sets / job function. 2 are very important while 3 are moderately important. Make sure you can do 1+ of them.
B. 3 Key "times/goals/phases" for any given scenario that everyone should be able to contribute to.
As for those special skills/jobs.
1A. Someone must be able to interact well with the Matrix. (Must have)
A Decker/Technomancer is almost a mandatory thing for any group. Fact is there is so much stuff that is Matrix oriented that if someone can't hack the net then your group is going to miss out on a lot.
1B. Someone must be able to interact well with the Astral. (Must have)
The Astral isn't quite as important as the Matrix but its pretty important as well. Information/recon/assensing all help move the game along & that doesn't even touch on the fun that is Magical Combat
1C. Someone must be able to interact well with People. (Recommended)
A Face isn't mandatory, but I can say that it will never hurt & can often get you past problem areas w/o fighting. Let alone the fun stuff like getting more cash out of your Johnson.
1D. Someone must be able to take fire. (Recommended)
No matter how much you plan, eventually combat will happen. When it does. Believe me everyone else on the team is going to live a lot longer if you have a guy that can attract the attention of the enemy & handle several foes shooting at him at once. Whether it be the most dodgy of Elf Adepts or the most brick-like of Troll Samurai, someone needs to not fall over when getting shot at so that everyone else stay alive.
1E. Someone in the group needs a vehicle that can carry passengers. (Recommended)
Its going to be very hard to do a lot of jobs if half the group has no ride & the other half is on bikes. Seriously, you can't extract the target quietly after knocking him out if you have to strap him to the back of a motorcycle. 1 or more Cars, SUV's, Van's in a group isn't required but its dang useful.
As for the 3 Key "phases" of a Shadowrun.
2A. Combat: Everyone in the group needs to have at least 1 skill/thing they can be doing in combat to kill stuff.
Seriously, devote 6-7 skill points to being "Good" at one combat skill even as a Face/Decker so that when the shooting starts, your shooting back.
2B. Legwork: Everyone in the group needs to have at least 1 method of finding out info. (Contacts are your friends)
Legwork, so important, so often forgotten. It really does move the game along when you can find those hidden clues. Not everyone is going to have the skills of a Face or Decker, but even the Ork Samurai should invest in at least 1 good contact for "information". Someone with the Corps, the Government/Law, the Syndicates/Gangs, someone to get you the knowledge you need if/when research or networking isn't your thing.
2C. Support: Everyone should have some method of supporting the rest of the group during the run Pre/Post combat.
This really is a wide category. From First Aid or Medicine to Sneaking & Disguise. From spells to spy-drones or Perception to Lockpicking. Have something that you can be doing to prep before the run, or pre/post combat. You don't need to do 10 things, but have 1-2 to keep yourself busy & not bored as well as help the team succeed on the run.