Agreed. Their biggest advantage seems to be in slipping in places as none of them are robocops and tinmen. This is a pretty huge thing though. I was part of a runner team that failed a run spectacularly recently, and it was because the team acted stupidly and failed to get inside the first 2 doors.
On the downsides this team lacks magic and is combat light. Any combat skill is going to have to either come from drones, hacked devices like gun enplacements, and whatever light combat skills these characters have picked up.
You can design shadowruns so that if all goes to plan, the team on most runs will be already on the way out before things really start slipping into madness as things tend to do. Perhaps have the Johnson aid them on escapes as well. For example, the Johnson arranges some ork gangers to act as a distraction if the runners come out of the site with guards on their asses. That'll cut down on the time these somewhat frail runners are under bullet storms, assuming they don't blow the infiltration.
Car chases for the rigger. Gives that character the spotlight, and the other two might be a bit bored, but will be mostly safe from bullets during the chase. Of course car crashes can be quite fatal, but less likely with a skilled rigger.
You can experiment with making them do the other person's job. Watch Leverage. Make the hacker con or drive. Hilarity will result.