Getting a defense bonus from cover is now a Simple Action. You need to spend a Simple Action to ready your weapon before you can fire it. Take Aim is necessary to negate Range modifiers with vision magnification, and is also a Simple Action. You will occasionally need to reload, which is multiple actions. If you turned off wireless to prevent your gun from getting bricked, switching from Semi auto to Full auto, or anything else that requires changing the device mode, is also a Simple Action. Using any item, such as a drug for initiative boosting, is a Simple Action.
You are complaining about a bunch of things that I find to be significant improvements over 4th across the board. I'm glad narrow bursts are gone, I'm glad you can only attack once per pass, I'm glad recoil actually does something now, and I'm glad grenades and rockets can actually hit the broadside of a barn.
And I can only assume you Pink Mohawk it up to the max if everyone is running around in full military armor plus helmets, carrying ares alphas, and is throwing/shooting grenades at everything.
I am simply stating the things about 5th edition that I find troubling and if you enjoy them good for you.
That said, Shadowrun is very Alpha Strikey and more to the point combat in it is very "logistics based" in my opinion, in the sense that setting up a fight correctly is half or even three quarters of the fight.
Unless you get taken by surprise you should not need time to ready your weapon, if you have a competent decker you should be able to fearlessly slave your gun to his equipment then leave wireless on and more to the point, you should have your gun already set on whatever mode you use most (can you only do full bursts in full auto mode can't remember right now).. You should have already taken your drugs before the fight started, you should be able to sneak close enough that range modifiers are not an issue most of the time.
Also I have NEVER seen a fight last long that someone with an assault rifle needed to reload unless they were using it for suppressive fire only.
By general rule of thumb my team would actually wear the armored jacket and helmet most of the time with the military armor only comming out for the times we do not care about the police (like if we were going into the terminal/badlands /some place else with no cops) though my team has not done any 5th edition runs yet.
Honestly I do not think it is any more pinkmowhawky to be ready to win fight as quickly as possible rather than dragging it out and giving more time for other people to show up /hear what is going on. Grenades are the quickest way to end fights in 5th edition and give hilariously powerful attacks even when you only have a relatively meager dice pool (you only need 3 hits so 15 dice should be more than enough to guarantee a hit every time,)
I can not change what other people like or do not like about Shadowrun, but it feels like everything in 5th got hit with the nerf bat from direct combat spells to automatics to gunnery (since vehicles/drones no longer give unlimited recoil compensation) with the exception of grenades.
I would be willing to forgive most of 5th editions changes, if they didn't tend to highlight just how overpowered grenades are compared to every other comparable combat option from guns to magic.
At least in 4th edition when everything was broken it was fractally broken, where everything from stunbolts dropping whoever they were aimed at to stunballs clearing an entire room to S&S loaded submachine guns using an extended HV burst to take out an entire other shadowrunning team in one action (four people equlas each one of them getting to ear a narrow short burst). Now however, at the risk of repeating myself grenades have become so much stronger than everything else that it seems to suck all the fun out of combat, because either you win with them, which requires no skill, or you loose to them, and that's even worse because you're getting your ass blown off by some random mook with only 12 dice to attack you with,