HTR: High Threat Response. The team is DESIGNED to be wired up, juiced up, armored up, geared up, and waiting to rush to the scene of some idiot shadowrun team that's making far too much noise, then drop onto them like a ton of bricks. An HTR team should make any standard gang of five or six times their number run screaming in terror - the survivors, that is. HTR doesn't talk; that's what those pussies over in SWAT do. HTR kicks in the door at 00:00 and starts dragging out corpses and/or prisoners at 01:30.
Mages enhance the team, perhaps, but are primarily there to provide magical defense: spell defense and spirit-killing. Hackers seek out and caret the enemy, make it so that the information war for the HRT team is won. (Don't bother with screwing with the enemy UNTIL that war is won.) Then lead with grenades - smoke, concussion, chem of whatever mix of 'let's screw you up first' you feel is fun. Put chem seal on the armor so they can walk through the chem cloud - or make them 'splatter chem' instead of 'gas chem' and don't worry about the cloud, just use DMSO in the grenades.
Otherwise, an AR with an underbarrel GL is the smallest thing these guys should be toting. And if they're not 'live on-call', they're practicing.