One other point I meant to highlight was to keep putting the scence to them in context of their skillsets. Every group will see the world in different ways.
Your team has a technomancer, more than half your discriptions are going to be about her riding the waves and whirlpools of signals that envelope her. Information, useful and random, is ceaseless flowing. Reality thus shows up suprisingly to them, like many people who text walk out in the world today.
Faces fit in, start wheels moving and garner info. Exactly how is the play of the thing. The big guy thinks he runs things but the leather girl at the pool table actually does, they have been hurting since their last weapons dealer went away last week, and/or bartender keeps a 990 under the draft taps. They also draw attention at times and can wander into deep water without noticing it.
Mages can see astrally, use phsycometry, have esoteric skill sets, and are often back out of the way to see whats going on. They also want to out think most their problems usually. Shamans have the essence of their totem driving them. How would a bear see this guy, etc. They are quirky and nutty. Like the technos before but with magic world radiating off the real world in very different ways. Like how healthy people are, magic active in an area or on a person, etc.
Riggers are living in their office, their thrill ride, and their pride and joy. He also sees the city differently as its a series of routes to get from place to place. Everyone he looks at he is comparing his ride to theirs. He may not let teammates in his ride with slushies or smokes and judge anyone disrepecting their ride.
It is fun making those adjustments and telling the stories through the characters eyes. Every piece of flavor on the character sheet can be used to bring out the play in the game. Put them on the spot.