Core Rulebook, 2d Printing: Security in the Sixth World starts on page 351.
Matrix Threats and how to counter them starts on 354.
Magic Threats on 357, Security Devices on 358, with various locks and how to get around them on page 359.
It ends with sensors and scanners and finally automated defenses.
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So, who has what? Depends on the size of the corporation and what they are up to. Less than AA Corporations usually don't have the robust level of proprietary security that the AAs and the Megas have. Small businesses have very little.
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Small business or easy (soft) target -
Security guards are 1-4
Paul Blarts. Armor Jackets and Tasers, maybe handguns. No combat drugs. Their real job is to call the local law enforcement and indicate whether they should send a regular patrol or heavy hitters (in the case of Shadowrunner, heavy hitters). No loyalty to the company except for what it pays them (not very much), so they aren't fighting to the death. A single physical wound will take the fight out of one, and if one or two are down, the rest will probably stop fighting. No cyberware. Rarely patrol the area.
Matrix - A small host without a resident Spider, IC isn't deadly, and aimed towards apprehension, so patrol, probe, tar baby and track IC. A few cameras at key points. Devices on host - Locks, Cameras (if any), Alarm System all wireless.
Mages - None on site. Might have a Watcher that reports to an off-site mage who calls the cops. (Probably make a decent living, just setting up Watcher spirit rituals for various local businesses).
Locks and Barriers - Maybe a simple fence. Simple Maglock (up to rating 4) or Keypad, Passkey up to rating 3. Triggering an alarm is loud and obnoxious. Might have cameras... might not.
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Small corp or average target -
Security guards - no better, really. Maybe a few more. Might have a shift lead that's a bit more competent. Might have a mild combat drug, like cram and one or two with jazz. A bit more loyal, but still won't fight to the death. Has a security station (a front desk or their own room where they can watch cameras). No direct combat cyberware, might have up to 1 essence of utility cyberware (cybereyes with low-light vision). Guards MIGHT be roving the grounds (or are supposed to but don't, really).
Matrix - Might have a Spider in the host, but still not highly likely. More IC but not any of the particularly nasty ones. - Devices on host - Locks, Cameras, Alarm System, probably wireless, but some hardwired (such as the alarm system).
Mage - Might have one on site, if the site is an important one. If it's not a key site, then just a Watcher spirit. If a Mage is on site, they usually have one bound spirit with a Force equal to their magic rating (no higher than 6). Mage usually has a more rounded complement of spells, not meant as much for combat but for utility.
Locks and barriers - tall fence topped with barbed or monowire. All locks at higher ratings. Might have anti-tamper devices, but probably not. Gate guards but they aren't visually checking everyone, only people who don't can't get gates/doors to open automatically by swiping their keycard or entering their PIN in the keypad. Cameras pointed at entry exit points. Might have a MAD Scanner. Alarms generally loud, but some might be silent. They alert local authorities.
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AA Corps or hard target
Security guards are loyal to the Corps. Armor jackets but often with added protections such as nonconductivity. Might be carrying Assault Rifles or shotguns. Definitely have combat drugs. Better use of tactics. Might be willing to take an additional physical wound after losing half their physical track, but will probably stop after that. Will continue opposing shadowrunners. MIGHT have an elite tactical team on hand with tactical armor (not hardened), depending on the site. Up to 3 essence in cyberware, including combat enhancers. Might have adepts. Have a security office. Guards at stations and roving the grounds.
Matrix - likely has a Spider in the Host. All IC is possible, but less likely to have the nastiest IC. Devices on host are Locks, cameras, scanners, sensors, alarms... all very likely hardwired. Might have secondary host for secret stuff, if so, that one definitely has a spider.
Magic - Mage on site with one or two bound spirits. Possible Mana barriers already in place. 2 or 3 Watcher Spirits. Might have a patrolling Spirit of X.
Locks and barrier - All locks are at least rating 4 and have anti-tamper devices. Fences topped with monowire. Might have an interior, electric fence. Gated entry with guard visually checking vehicles/faces for recognition (you might sneak through if you stole the VPs car, cause he won't demand that window roll down). Probably have a MAD Scanner at main entry points, other entry points harder to access and might have biometric locks and sensors. Local alarms to alert security. Cameras at every entry/exit, and cameras that rotate at strategic points throughout, allowing for unseen movement if you know the patterns.
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Mega or Insane target
Security - highly loyal, possible that some will fight to the death. Top of the line armor, YNT softweave to enable stuffing more bit and bobs in. Places where they might expect trouble, guards in full armor are normal. Exceptional use of tactics. Assaulr rifle standard issue, heavy weapons might be authorized. Elite security on site or within 1d6 minutes (elite security might have hardened armor and definitely have heavy weapons). Definitely have combat drugs, might have crazier stuff like Nitro. Definitely an adept or two. Up to 4 Essence in Cyberware. Elite security can have full cybernetic complement. There is a locker room for security staff. Guards at checkpoint and roving the grounds.
Matrix - Multiple hosts possible, all managed by a spider. All IC and in secret hosts, better believe it will turn your brain into goo. Admin/Top level hosts might have wireless devices but all other hosts everything is hardwired. Some hosts may have multiple Spiders.
Magic - two or more mages on site, each with multiple bound spirits. Less likely to have watcher spirits and simply have spirits of X patrolling. combat mages on hand. Might have Astral Mages patrolling.
Locks and barriers - All the locks, all with the highest anti-tamper ratings, main entries might even have biometric, but unlikely. Interior offices and work rooms should have biometrics. Double fences, topped with monowire, interior fence is electric (boogy woogy woogy). Gate guard requires visual facial recognition of all entrants. Have a security office. Multiple MAD Scanners, and a cyberware scanner at certain points. Cameras everywhere. Covering most of the place all the time. Blind spots possible, and can be exploited if they get every cameras reference frame and analyze it. Silent alarm alerts personnel to prepare for conflict or put away sensitive materials without alerting the infiltrating shadowrunners. Shadowrunners get tagged and their movements sent to elite security to ambush them.
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Anyway, that's a sort of 'default' that I think of. Obviously every location has its own quirks. Some places may have AAA Magic protection and a single Paul Blart at the front desk. But those are some general ideas.