To shamelessly self promote,
shadowrun 5.5.2 includes a cap on magic+initiation (Globally, I don't care if your a great dragon spirits above force 10 get dumb and you don't get them), a method to allow adepts to re-spec, a fundemental change to ally spirit (because its so cool and literally my favorite metamagic but its so insanely degenerate), a change to buff spells to make them less 'selfish,' and unshackling metamagics from your initiation score so your not forced to go into the 'utility' ones at the expense of the thematic ones.
For good measure, here is
5.5.1 which trims the skill list, buffs clubs, buffs melee, nerfs some burnout adept choices, gives technos vital QoL options at the start of the game, helps riggers defend the drone they are controling so they have more parity with street samurai, nerfs psyche (which is easily one of the biggest balance offenders in the entire game), gives the combat spell category some love, and re-orders the adept 'power and metamagic' trees so they aren't forced to get as many dead weight options as well as buffing some adept powers that are needed for pure adepts to uhh... work....