All weapons accept Stick n Shock as a non-lethal alternative.
Stick n Stock deal (weapon base damage -1 DV), potentially making it more risky to use.
Gel Rounds in 6E have no DV modifier, just convert to stun damage. Gel Rounds can knock someone down, Stick and Shock apply the Zapped Status. Gel Rounds are probably the new choice for non-lethal Ammo. Or possibly since Crossbows are now covered by the Athletics skill and Injection Bolts/Arrows work much faster now some players may just pack a back up hand Crossbow loaded with Narco.
On Topic. Shadowrun Mages aren't MMO DPS characters that need to sustain an attack chain for several minutes to take out a raid boss. The difference between Stun and Physical damage spells is typically one point. I should think that the Physical/Stun damage consideration is going to outweigh the occasional extra stun box.
I think people are getting hung up on Stun...I am much more interested in the modifiers of Touch vs LoS. In beginner box, Cold and Electricity combined into a single touch attack should be a good, "Oh drek" for when someone gets into melee with a mage.
Sum of Negative Status Between the Two:
-6 Initiative
-2 Dice Pool Penalty for 2 Rounds
-Inability to take Sprint Actions
(If Modified DV is > than Armor Rating of target, reduce Armor Rating by 1 permanently, pretty sure this is per Cold Attack)
So, they get moved down the initiative track, less effective at their skills, and now have lower Armor Rating, making it easier for attacks to gain Edge.
Could also do Fire + Electricity:
-2 Initiative Score
-No Sprint Action
-1 Dice Pool
-Incur DV/2 fire damage for DV/2 rounds, requires a major action from you or ally to end early.
Now on the fire, it says on the fire, for DV, the Base DV. I assume this means before Amp. Still, that forces someone to either eat the damage or waste a major action. It also doesn't say if you round up or down for fire damage.