I thought I'd update on how this all went down.
Long story short:
Fight vs Spirtis only:
Spirits dislodged a few gasmasks and knocked out the Johnson with Paralyzing Touch. Everyone managed to make their fear check. The mage had 5 spirits on his side, so that kinda helped a bit. I was AMAZED that our gunbunny with his Krime Cannon didn't do more damage. The most damage done was actually my character (small group this game, so I helped in combat) with his Ares Alpha loaded with APDS rounds. Suppression Fire is AMAZING BTW.
The combat with the spirits lasted 3 initiative rolls (we've never had to reroll initiative). Nobody got hurt, spirits were dispatched.
Fight vs. Big Bad:
OMG. The good doctor cast a F8 Toxic Wave (didn't overcast as suggested, TY!). Nobody died. although EVERY character was on his ass. ALL the Mage's spirits died (big time). The mage was down to 1 condition box, my own character was down to 3, and the gunbunny I think only had 4 left.
Fairly stressed, I decided that Doc would NOT cast Toxic wave again. That'd just be mean. The runners ended up actually taking him out....eventually.
Things I learned:
1) Toxic Wave is the most OP spell I've ever seen. Holy Crap!
2) If you can't hit your target because he's dodging with 7 hits EVERY attack (lucky dice for GM) then you REALLY need to use Full Auto (-9 Def = "dodge this" moment).
3) The worst thing in the WORLD that can happen to your runners in this module is to let the doc Overcast, or use edge on that Toxic Wave. 15P incoming is B.A.D. And whatever you do, don't have him cast it twice. For fuck's sake, don't cast it twice.
4) This module needs another 2-3 Karma added to it's rewards, MINIMUM. Another 5k Nuyen wouldn't be bad either.
5) I HIGHLY advise anyone running this to use the -6 vision modifiers suggested above. My team ended up at -3, and the baddies at the full -6. SAVED THEIR ASSES!
Rough module. Holy crap.