This is where the developers have to pause and look at several things. Do they want to get more in-depth - 'crunchy' - on what's permissible in a high-rated fake ID and license, or do they want to keep it simple and leave such things up to the GM? Do they want to build towards a 'standard' game of Shadowrun, and give hints and suggestions on how to make things more upper/lower-tier, or do they want to try to delineate those sorts of things?
Licenses and such have been a very vague area for SR for a long time, and there have been numerous home-grown constructs for more realistic fake (or 'actual') IDs, small-corporation-building (in part to give credence for those IDs), and that sort of thing. I've done one myself. A Fake ID as described in standard 5e SR, however, does not reflect a 'high security' background, because getting information into the standard SIN databases (and supporting information into the right places) is enough of a bitch. The rating of a 'standard Fake ID' indicates the quality of its information - the depth of its consumer history, the accuracy of its identification information (right metatype, race, gender, age, voiceprints, fingerprints, retinal prints, genetic information - all 'within tolerances', of course), that sort of thing. It does not enter into the 'well, this fake ID is for a high-ranking officer in Knight Errant's military division' side of things; a fake ID is typically for 'Joe Normal', one of the 60-70% of people who don't work (directly, at least) for a A+-rated corporation, who the local rent-a-cops might pull over because of a busted tail-light. "I see you got a gun. You got a permit for that, citizen?"
Licensing for Forbidden gear isn't controlled by the manufacturers; it's controlled by countries, or AA and AAA-rated corporations (which essentially are countries). Here's the rub: such licensing is never for an individual, but for a registered group or corporation. Specifically, someone has pony up a huuuuge chunk of change for the bond, then set up and register their group as a valid mercenary group (or for Shadowrun, high-lethality bounty organization or security corporation). For Seattle, depending on what you go with, that might have to be registered with the UCAS; if you want to leave town, you'd have to register with the Salish-Sidhe, the Cascade Crow, and/or Tir Tairngire. Or you might need to set up with them cheerful fellas outta Lisbon, to wit the Mercenary ... board ... whatever they are. And that chunk of change? For carrying heavy (to wit, 'F') weaponry, you are gonna have to front a several-million-nuyen bond, and the moment someone who's registered with you goes 'off the res' that several million nuyen is going to be in serious jeopardy until and unless you can prove in a court of review that it wasn't your fault, and that you cooperated fully with the authorities of that jurisdiction to bring the ex-member-of-your-club to justice.
All this basically means that this ain't the purview of a standard Shadowrun game.