Okay, first of all, making TTRPGs more accessible is generally a good thing: new players can grok it without having to worry about gatekeeping, and keeping all the players engaged during it is fine and dandy. So is encouraging interaction with the setting. Considering it sounds, so far, like SR 6 is succeeding in what it set out to do, that sounds good to me.
My main worry about it is, part of the game's always been about careful planning and research. The fun of it, for me, is learning about what you're going to do, everyone forming a plan, and pulling it off in ways that'll let you deal with something that'd be insurmountable if you took it fairly and head-on.
So, with the driving concept being, "Do A Clever Thing = Get An Edge, Use It To Reroll A Failed Die," would this encourage more of a mentality of, "Let's just charge on in, get Edge by shooting at unarmoured salarymen, and use it to help deal with return fire!"?
Though, to be fair, I haven't even seen the QSR, and it isn't like nobody has taken that approach in previous editions.