I've been thinking on this -- specifically, the idea that placing achievements in a game encourages the players to do outlandish things, just to accumulate them. To combat this, I'd recommend making most of the achievements things in which the players themselves have little to no control. Make them situations that are a bit on the extreme end, but are purely limited to chance.
Things like getting eight net hits on an opposed test, or rolling a critical glitch.
If there are things that call on conscious decisions by the players, make them things they're liable to do anyway; for some, they'd be one-shots (like gaining a contact via roleplaying), or things that require a quantity (like the one about emptying five clips of ammo). With these, you're calling attention to specific actions that are noteworthy, but not looking for abnormal activities.
Be careful about listing achievements for bizarre actions. The BASE jumping one in particular strikes me as something asking for the PCs to start chasing after, even if doing so is inappropriate.