Full defense can be very good when used judiciously. Against enemies who are as lethal as you are, it can be the difference between getting hit by that full-auto burst, and narrowly dodging it. Against mooks, it is often worth it as an interrupt action, because mooks typically don't have the multiple initiative passes that you do. Take your action, then take full defense as an interrupt action and let them use up their attacks, then use your last action to attack again (assuming a 3 IP character). Shadowrun characters tend to be eggshells with hammers, so shoring up the "eggshell" end is worth it.
A good, basic combo for defense is move-by-wire: 2 (with the Restricted Gear quality), reakt, and a dodge of 4 (raised to 6 by the move-by-wire) with a specialization in ranged. That gives you (assuming a base Reaction of 5) a passive defense pool of 11, going up to 17 for full ranged defense.