Feel the same, my players almost never do hackers/technomancer/riggers archetype, so the 3 books you mentionned are being used non-stop, still good to have a look in Unwired once in a while.
It's not just that, mind it's just that --
Street Magic notwithstanding, since it really
is mostly there for folks with magic, or GMs who handle them --
Arsenal and
Augmentation have stuff in them for...well...everybody.
Sure, guns are mostly gonna be for the sammies/mercs. But what about armor? Everyone needs that! New vehicles? New drones? Those two are right up a rigger's alley (and mine are still riggers, not hackers). There are plenty of cyberware/bioware options that aren't combat oriented, and that will appeal to more than just gunbunnies. The rules for cyberware suites are useful for anyone who wants to get much chrome at all, for instance.
Those two books, in particular, just feel like they really flesh out the setting, add to the
must have equipment lists, and round out the core book.