You have the right idea with dipping your and your players feet in slowly, but you are perhaps taking it too far. Some of the suggestions involving pregen characters here are good ones. I strongly suggest getting PCs involved with magic and cyberware very quickly, as these are good hooks to make them lifelong Shadowrun players. If it's still too complex for you, then strongly limit what spells and cyber are available to a list you are familiar with, but get them using these tools right off, as they are central parts of the game.
The hacking rules can be intimidating and some GMS prefer to just make all hacking npc only. That's an option you can use until you are ready to tackle it. A typical run that I've done a thousand times as a player and GM both is the players infiltrate some building, the npc hacker steals some data, the party escapes. You can make this simple scenario into a thousand different runs with some thought. You can automatically decide if the npc fails the hacking, succeeds, succeeds with complications (Sets off alarm, is killed or knocked out by IC, etc), or you can settle it with one simple roll or a few rolls, whatever is in your comfort zone. This removes hacking from the equation, yet lets the party get right into much of the Shadowrun universe.
Same deal with vehicle combat. It doesn't have to happen until you are ready for it. I love this aspect of Shadowrun though and strongly suggest incorporating it, especially if you like car chases as much as I do.
Break into the warehouse is another run type I've ran a million times, because it's easy to picture and set up. Throw in whatever guards, roving patrols, alarms and motion detectors, cameras, fences and tripwires, paranormal animals, and whatever else security you can dream up.
Keep doing some simple runs like killing gangers, killing ghouls, knocking over the local BTL dealer, and slowly begin incorporating more complex runs on corporate sites. As you throw in the more complex corporate runs, in between you can keep running these little type runs, as a sort of lubrication to keep the game moving and exciting.