I haven't used HTR yet in my home game but HTR in my world is a hammer. Players may give them a bloody nose or a setback by pulling out the big guns, but they can't go toe to toe with them for long. They're an overwhelming force. That's their story role, and I'll give my NPCs whatever they need to fulfill their role.
Tactics-wise, using a sword-and-shield approach is solid. You take 2 of every specialty: 2 deckers, 2 riggers, 2 mages, 2 heavy weapons, along with two fire teams. One plays defense and the other plays offense. This puts pressure on the PCs while drawing out the engagement. And time is always the enemy of the PCs. The longer the fight, the more forces come to bear, the more noticed their actions are.
One mage will focus on spell defense, phys and mana barriers, armor and healing the point that the PCs are focusing fire; going full defense when needed. The other will focus offensively. I like using magic to alter the battlefield, so things like Ram spells, Light/Darkness, chaos/confusion, that sort of thing, along with status effect combos like water followed by lightning.