They seem like basically good ideas, Lormyr. But, speaking as a devil's advocate on a couple points:
What I would really prefer is a total revamp on damage codes, though sticking with the design decision of less overall damage, which was a good idea.
If there's a whole new calculus to arrive at the same (or similar) DVs for non-extreme cases, is the process truly worth it to cover the extreme cases? Is it THAT important to have a leg up in both DV and edge potential? In your real-life anecdotal example (if I understand it correctly), your superior size and strength manifested as an advantage that resulted in exactly the kind of interplay I attempted to illustrate in my 2nd example, where STR was offset by some other advantage (sounds like in their case, more Close Combat skill vs your higher STR). Only in your example you actually had sufficient STR to gain edge vs their DR. You take some early damage, but unless they got to a critical mass of accumulating some wound penalties on you, your higher STR results in advantages that would in game terms be manifested by edge expenditures ultimately overwhelming the opponent. I honestly look at your anecdote and see it validating the current mechanics, not contradicting them...
Max ranged damage 8P, max melee damage for a troll 10P. Considering the base advantages ranged attacks have over melee, that would be ideal balance wise.
A couple of points. The only guns that hit particularly high on the damage scale are big and not particularly concealable. Note that the change in concealing weapons rules has a ripple effect here in the balance between melee vs guns... you can take your "concealed" fists anywhere. You can smuggle a knife almost anywhere. Not so an assault rifle, and attempting to conceal items in this edition is less effective than it was in 5e (if you're not familiar with why, it's because there's no Palming roll to hide gear anymore. Spotting concealed gear is now an
unopposed perception check...). So, the point here is you're apparently not factoring in some inherent advantages that melee has vs guns in the "when can you use them" department while thinking about the inherent range advantage guns have vs melee. You should be comparing fists to Pistols, or at best SMGs. Not to assault cannons.
And, I'm going to quibble with you about how much of an advantage range really is. Shadowrun isn't simulating 6th world warfare... most of the time the range to target is moot because he's in the same room with you. Again, in the case of big guns that do the highest damage, they're not used in close quarters combat that Shadowrun simulates. And if you try it, you suffer the penalty of a terrible Close range AR.
Another point: The potential for raw DV of 10 is game-breaking. It also completely contradicts the design decision for less overall damage, which you said was something you supported. You're not SUPPOSED to be reliably able to obliterate a CM with a single attack, so that combat is a back and forth affair that stretches over multiple rounds. This is for the PC's benefit as well, remember. Not that the example of D&D was part of the calculus, but take D&D as an example of an alternate RPG. If you're fighting an impressively powerful monster (like, say, a dragon!) does the game support the realistic chance of you going from full HP to eliminated in one attack? That is not a reasonable or probable scenario so long as you're fighting a monster that's "level appropriate". What I'm saying here is games can "work" if you have to work several rounds at eliminating a target. Even combat-heavy games like D&D.
Of course, you don't HAVE to spend several rounds eliminating an opponent in 6th. Professional Rating works as a morale mechanic, and most NPCs you face will begin to be happy to give up after suffering a mere 3, 4, or even 5 damage. Dealing 10DV is quite unnecessary almost all of the time. Hit the sec guard for 5, and he should be content to hide behind cover and let you escape.
But it's important to KILL the sec guard, not just escape from him? Ok, 1) what kind of a psychopath are you playing, and why do you get your jollies off on that? 2) granted, sometimes just letting the sec guard cower doesn't stop him from radioing for backup, and maybe you're not at that stage in the run where you're making your escape. You need him offline, and you don't want to bother with prisoners or dealing with taking away his commlink. That's what edge actions are for. Being able to fill out a CM in one shot devalues edge actions that allow you to increase your DV, or to flatly fill out a CM entirely (e.g. Knockout Blow).