Playing a lower-powered Redmond based campaign that the PC's can then "graduate" out of, for a group of mostly SR newbies. Used BBCDE priorities, no resources or magic above C.
Very first game, ran into:
"Does anticipation + full auto mean I can hit 10 targets with full dice pool" and
"why do I do more damage and higher AR with my fists than my combat axe"
¯\_(ツ)_/¯ These problems presented themselves in my first game, you'd think extensive playtesting would have caught it too.
I'm taking some inspiration from Blades in the Dark with a Crew sheet, basically upgrades, territory/influence, and minions they can earn for their base, earn some passive nuyen, get more done in downtime, and create adventure hooks where NPCs threaten their holdings.
Story-wise, my factions are the Touristville mafia, Kalandyr, Anarchists, the Salish, gangs, and a cult from CalFree whose name rhymes with Bluniveral 'Nother Good. Megacorps don't have interest in Redmond, yet.
The PCs identify as a smuggling group. They have a pickup that's essentially a tactical with a mounted machine gun and AK-97 for roaming the wastes between Touristville and the Salish border. The characters map pretty well to the crew of the Millennium Falcon, swear it was coincidence.. you've got a human roguish smuggler who is a Reaction pilot, quick draw, with Con. Big brutish ork gunner/tech/close combat guy whose native language is or'zet. Human-looking elf ex-cult leader mysad Face, and a naive human teenage adept, stealth specialist.
Probably will have chase scenes pretty regularly, either with the Border Patrol or Rusted Stilettos, who I've turned into essentially a mad max kind of group.
I'll be dipping into the Shadowrun classics for some major adventures. Working on adapting Dreamchipper and the UB for some status-quo changers.