Another thing to consider is that if your players insist on looting and making off with the high end goods is all the fun you can have with the consequences. This is especially true for players that go down the hunt the decker route. Cyberdecks are high end bits of kit and worth lots of cash, even at resale value, which make them very tempting for players to grab but if they keep doing this you can make the consequences incredibly severe.
Firstly any decker or technomancer associated with the party should really start to feel uncomfortable as the deckers being hunted down could well be their friends and sparring partners on the boards and in the matrix. Being associated with such mercenary and callous teams will soon get them ostracised in what many of them consider their preferred reality. Also, how long will it be before the rest of the team turn on them either for their own expensive gear or to sell them for a bounty to a corp research facility. Use this to twist their minds and up their paronoia within the team massively.
Secondly, any team consistently doing this will end up getting notoriety regardless of how loyal their fence is. An increase in the number of secondhand decks combined with dead or missing deckers will raise questions in the community and answers will be found. After all have your players managed to erase every scrap of video evidence of them looting the bodies?
Now comes the really fun part, the consequences.
Pretty soon the shadowrunners will find it difficult to recruit any form of matrix support. After all who'd want to work for people who were just as likely to kill them afterwards to make a quick buck.
Then their contacts will start to dry up as they also rely on deckers for vast amounts of information and work. If they start putting pressure on the team's contacts to stop working for them or they'll stop those contacts are very quickly going to disappear. You can now reward your characters with a bonus quality - Hung Out to Dry.
Now comes the really fun part. All those lovingly crafted false ID's and licences your characters have were crafted by, you guessed it, deckers. If they can craft it and put it in circulation they can very easily burn it. Just imagine the fun you can have when the assault rifle toting samurai gets stopped by KE and cockily hands over that perfect rating 6 ID, which he's been able to afford thanks to all those decks he's been selling, only to find himself looking down the barrel of their guns when said ID comes back burnt and obviously false. Maybe he manages to fight his way out of that one but now his face is known thanks to the cameras recording and broadcasting back to the station everything that the officer does and there's a manhunt on.
Said sammie manages to slip the net this time. Not a problem, now he needs a new ID otherwise he's not going anywhere soon. But wait, where's that new ID going to come from. He hasn't got any contacts he can turn to and the team's decker, if the team even has a decker any more, isn't actually capable of creating a functioning false ID.
I always say let the players do whatever they want and just enjoy having fun letting the consequences land on them. When they create their next team looting won't be a problem. Of course if you're happy with them looting you don't have to apply any of the consequences. It's all about having fun.