Alright i have read through this thread and I see a number of things that need to be addressed. Mind you these are not answers to issues this is addressing some misconceptions that start in the wrong place.
First dice pools: Shadowrun has always been a 'dice heavy' game, by which I mean you need a lot of dice, and thus when the conversion from 3rd edition to 4th edition came about the best approach was discussed and decided on. Please note this was 10 years ago where the internet was still just verging on being a great communication source between fans and industry. Now if you like we could go back to the way 3rd did it. You could not have a skill higher than your attribute associated with it. At character creation it couldn't be higher than half. However, please note dice pools were determined differently than in 4th/5th editions. The third edition system addressed both the pools and 'limits'. The problem in third edition was that Shadowrun has always been a lethal game and low dice pools usually reflected in a quick death just from a bad dice roll or two. I still LOVE third edition over 5th but I don't have an issue with dice pools.
Second Technomancers: Please lay blame on the company that developed the idea from a half baked scheme, originally FASA, then WizKids, and finally Catalyst. Yes, read that again because that is the series of Companies that 4th passed to and from as the license went through that roller coaster. If you dislike the technomancer design then that is fine, I don't disagree that they have never been anything but a headache. However, how to 'fix' them in my opinion is no easy solution.
Third Matrix in general: Third edition the joke was the Decker would show up an hour before game go through all his matrix stuff just to be at a point in line with the rest of the players. Then when game actually started the decker was the guy you sent to pick up the food while everyone else played. When he got back everbody else would eat while the rest of the matrix things were taken care of. Basically Matrix and RT actions did not line up at all. Fourth edition attempted to address this by making decks and commlinks so powerful the decker wasn't even necessary anymore. Fifth edition brought the decker back by just making decks a little less powerful and with limits that it still needed a mind behind it to make it work.
Fourth The Community and Input: Go ask AJ or any of the regular Catalyst folks how many folks actually work for Catalyst Game Labs the WHOLE company. You will probably find it has less than 50 employees (in fact I think it is closer to 20) that work there full and part time. The community is already involved in making and developing a lot of the products that come from Catalyst, they also frequent this site. However, simply stating something is broken or doesn't work will probably result in nothing. Hateful comments and just yelling at the forum boards will not create change. If there is an issue, speak up about it, but make the discussions about how to fix the issue, post up possible solutions, playtest said solutions, come with actual results of changing a rule from blank to blank. These are the ways that community input CAN make change and CAN influence the development of the products.
Finally 6th edition: There have been rumors 6th edition was coming since I picked up my copy of 5th edition CRB at a convention a month and half after release at GenCon happened. As of now I am unaware of any 6th edition even being mentioned and that Catalyst is very excited and focused on the anniversaries of both Shadowrun and Battletech. I hope for a 30th anniversary book and hope it is much like the 4th edition 20th where it almost was like 4.25 edition than just regular 4th edition.
That's my two nuyen do with it what you like.