Well its weird.
SR is actually a transmedia powerhouse because its this highly valuable IP with a history longer than most people currently PLAYING RPGs. Its up there with Traveller in that sense. It has that DEEP LORE going for it that means its very hard to just replace shadowrun with another product of the same genre.
However, Pathfinder is run like a Brand, with a capitol B. Catalyst Game Labs definitely is playing catchup on that front, despite the fact Shadowrun is a Cultural Thing, and is only now really starting to try to mine its setting for other game designs. If I HAD to guess, that is in response to Pathfinder really figuring out how to make an RPG line more than an RPG line for the first time (D&D definitely was a cultural icon but mostly was about how much you liked D&D and were reskins of other Hasbro games like Clue, while pathfinder has like 6 different boardgames despite being only some odd 10 years old), and probably seeing how succesful the Android setting, the 3rd big competing cyberpunk setting to enter the arena for gaming, doing EXTREMELY well as a card game (until they lost/gave up the license, the story is unclear), 3 different board games, and FFGs official cyberpunk setting overall.
So the employee count may not be suited to SR's needs right now as a burgeoning trans-media product (And I think SR has a LOT of strength for that. I literally have tinkered with an Urban Brawl wargame using a stripped down 5e rules set and low powered characters you draft), forget about Catalyst game lab's overall needs, but it does make sense why despite Pazio having less on its plate it has lots of employees.
However, while curating consumer feedback IS definitely a job far less trivial than what most people might thing (It basically is a Quantitative Researching job, which actually does require at least some specialist knowledge, I have a minor in research in fact and am going for a postgrad degree to get better at it!), it scales extremely well once you have someone who knows what they are doing (Like me! Just saying~) in that sifting through data, surveys, and feedback is as easy to do with 506 people as your entire customer base. This is why despite having way more employees than Shadowrun has working on it (lets not count freelancers because this is beyond the scope of their work and this inability to handle large scale products is a clear flaw in the freelancer system), Pazio probably had roughly the same number of people collecting data as Shadowrun did for its playtests, or only slightly more. The primary difference probably is that was that one person's entire job during the playtest period, or at least a major part of it, while CGL had to shove it onto someone else's plate, and they may not have known fully how to do Qualitative research (again, not because they are dumb, but because its deceptively tricky and is, again, something people generally get a degree in!).