I take your point Bull, but where I might say adding Glomoss security traps or APDS rounds where the module doesn't specify they're there is just "tailoring to the table" someone else might say "you're cheating/making drek up".
Granted I've only got about 7 months of experience in SRM in what's a fairly small pond, but that's the sort of thing that I think maybe needs more guidance for new/would be SRM GMs. E.G. examples of what's being a dick to the players and what's instead fairly tailoring.
A spirit related example: I recently ran a SRM mission (that'll go untitled so as to not spoil) that features a fight with honest-to-god Red Samurai. Milspec power armor and everything. Stats didn't say whether milspec power armor is hermetically sealed or whether gas masks are built into the helmets. Players insisted that if it doesn't say it is, it isn't. And rather than argue with them I let them trivially win a fight they were supposed to run in fear from due solely to a high Force Air spirit's engulf power. Turns out I should have said "of course they have unlisted gas masks or are otherwise protected from your spirit's power!"?
It's been a couple years since I've run a Missions adventure, so not sure if this has changed, but as of Season 5 the Missions had this as part of the Boiler Plate:
GMs are encouraged to use their own judgment, and to adjust the difficulty of the encounter to take into account the abilities of the players. If the players have no magical support, replace magical defenses with mundane ones. If the players are weak on combat, reduce the number of enemies by one or two. Conversely, if they’re steam-rolling the opposition, add one or two enemies to the fight. Missions should be a challenge to the party, but should never be insurmountable for a team playing it smart.
The adventures are not really intended to be run 100% as written. SHadowrun simply has too many moving parts to take every possible scenario and remember every option and piece of gear and list it on every NPC.
Plus, it's worth knowing that the poor Missions writers get paid a pittance for a massive amount of word count. I believe they're still paid a pretty small flat fee regardless of word count, and it comes out to far, far less than what the freelancers get on the main SR line. Which in itself is pretty paltry, honestly.
This is not to say that the writers half-ass it. The writers I worked with, and I'm sure the writers on the adventures now, work their asses off to create fun, well written adventures. But it does mean that it's not worth investing hours into researching and looking up and writing giant stat and gear blocks for mook NPCs.
Plus, I always used the guideline when writing adventures to keep it simple and basic and a baseline of "fairly easy" unless it was supposed to be a hard as nails fight. My reasoning was that it's far easier for GMs to scale a fight up, to add bigger guns or extra mooks or whatever, than it is to scale it back. And better overall for the fight to be easy than to TPK the group by accident because you had a team with a technomancer, decker, two faces, and an non-combat focused adept.