I kind of regret sharing the link now...
Don't, and I would like to take this opportunity to thank you for introducing this group of roleplayers to me; I probably would never have known about their videos otherwise. Additionally, the video solidified some of the things I was working over in my head. It took me a couple days to watch it all, but other than a couple items where I think they misremembered something they were talking about (more than likely because they didn't have the rules in front of them to reference, it seemed to me) most of their points were issues my group had as well. We grasped how the new edge mechanic worked well enough, we just didn't particularly care for it, and like they said in the video: If you don't like the edge mechanic, you will not like 6th edition, because it's intertwined with everything.
I ran the adventure in the beginner's boxed set and for the first session we went over the basic rules and studied the edge mechanics and the actions they could take with it. After I was sure everyone had a decent grasp of the basics, we had a pre-fight fight between a randomly picked ganger from the adventure, and a character played by the most experienced player in the group, and went through that as a safety check to make sure we were doing things right. We discovered we had missed a step, corrected it during combat, and then started the adventure. We just didn't like the system the way it was set up, in addition to the various reported errors in the boxed set (which I had been warned about on the forums here, so I had a copy of the main rulebook nearby for reference). We double and triple-checked rules in the boxed set with the main rulebook, just to be safe, and made sure everyone was helping each other as much as possible with their turns so that no one was overlooking important items.
We just weren't happy with the system. They got through the initial part of the adventure, and then elected to walk away rather than continue on. To be honest, as a GM that was a bit disheartening for me; it's the first time I've ran a game where we didn't at least finish the adventure (the one TPK I've had as a GM in a different game doesn't count; it technically ended when the last character died). The adventure book had suggestions for dealing with characters who might try to leave, but honestly I wasn't going to force my players to play something none of us were enjoying. There are too many things currently that just don't make sense to us (not as in we can't understand the rules, we understand them just fine, but more along the lines of "Why was it done like this?").
For example one of the things that they touched upon in that video was the fact that their combat character (Havoc?) could have assaulted a facility wearing just a bikini and mechanically it works just as well as wearing armor, and they weren't wrong. When I first read the official posts talking about mechanics, and some posters calling out problems, I thought it was just the standard edition change jitters. I was wrong. I felt that (pre-con) it was way too early to make such decisions, but I was wrong. Lesson learned. Additionally there are so many, many editing mistakes and errors that were visible to me, and I'm not even familiar with previous versions of Shadowrun; why were things that seemed to be from previous editions but no longer exist being referenced?
Don't get me wrong, I love the Shadowrun setting and one way or another I will carry on with it, but for now I'll be stepping back from it for a bit. I have a bunch of other game systems' beginner boxes to run my group through, and that should give Catalyst time to get things straightened out. When the official release of the main rulebook happens, I'll see what people are saying and more importantly I'll go over the updated copy of my PDF and see if there have been enough changes to entice my group to give it a second try. If not there are other options available like using the setting with other game systems (The Sprawl, Carbon 2185 (when it comes out), IZ 3.0 (when it comes out), etc.). Alternately one of my players suggested trying to go with 3rd Edition Shadowrun; this has the added benefit for me, if I can acquire the books, of allowing me to experience all those great stories from the past (the Universal Brotherhood, the Renraku Arcology, etc.). One way or another my players are going to be dealing with the bugs, whether I use a different system and just use the upcoming campaign and sourcebook as references, or whether I run the original adventures/campaign (assuming I can get them).
As a note for Fastjack: As one of the new players (well, GM) to Shadowrun please know that nothing anyone has said here chased me away from 6th Edition; this was a mutual agreement by my group that it (the new edition) doesn't work for us. For what it's worth, you have my sympathies; gamers are a very passionate and vocal group of people, and sometimes I imagine dealing with that must feel like trying to put out a forest fire with a hand towel.