My method is pretty primitive. For non combat encounters, find ways you want them to be able to do it then figure that they will get 1 hit for every 3 in their dice pool.
Want them to be able to talk their way past a guard? Make it threshold 3 if someone has 9 dice. Expect them to surprise you and come up with different ideas then what you thought of, so stay flexible.
Fix up a chump combatant that is weaker then the group, and an elite combatant that is more effective and at least has the same number of initiative passes as most of the group, but still isn't quite as good.
Throw enough weak foes at them to give everyone a target and someone targeting them, then have the elite combatant try to engage the most powerful characters.
Occasionally throw a much more powerful foe, like a combat drone or elite solider at them, with backup.
Busting up the weak foes lets them see how strong and effective their characters are. The elite foes give combat specialized characters a chance to shine, and gives a reasonable threat to other members of the party, while the bosses make for the fights where everyone has to work together to bring something down.
Weak examples: Basic gang members, thugs, attack animals, low cost drones, basic security personae. Either pistols, machine pistols or shotguns with flichettes are good weapons, 4 to 6 armor, 6 dice for attacking and 1 IP if your group mostly has 2 or 1, and 2 if your group mostly has 2 or 3. If your group mostly has 4, these guys should flee from every fight.
Elite examples: Armed response team, heavy corpsec, hardened gang members, transgenic critters, well armed drones. No grenades, heavy weapons or Stick and Shock rounds, but otherwise give them what makes sense (mostly assault rifles). 8 to 10 dice for attacking and armor, 2 IP's unless your group are badasses, then go with 3.
Boss Examples: Street Samarui, Rigger in Drones, elite corpsecurity, crime boss enforcer, pissed off high threat sapient critter. Unlimited weapons, but stay aware that grenades can quickly deal damage to the whole group and aren't fun when they airbrust all around. 12 to attack and armor, 3IP's. Give them one trait that stands out a lot, like a viciously powerful attack, 6 more dice to attack or armor, or another IP.