Sounds like a neat adventure seed. In terms of NPC and player motivation, you have your bases covered.
Now onto some intermediate GMing.
What information are you going to convey to your players and how are you going to convey it? It's good to know the stuff about cutting lasers and industrial espionage, but if it isn't necessary to their mission(sneak in at night and wreck up the place) then there may be no motivation for the Johnson to tell them. In fact, there may be no motivation for them to know at all. If the mission is to be successfully completed, what do the players benefit from knowing who is robbing who? What do they lose by knowing who is robbing who?
If you are intent on letting your players know this, try and find a way to deliver this info other than exposition. Don't just have the Johnson tell them(that's when players tend to start messing with their phones), but have learning about the site be a prerequisite to breaking in, and while they are doing the legwork, reveal a little of the plot at a time. Maybe if they can piece it together, they can ask Johnson for more money. Or you give them more karma. A nice little treat for role playing within the context of the adventure. Plus, it will give your face something to do that only she can do that she will feel proud of. Speaking of which...
You'll need to find something for everyone to do. This can be harder than it sounds. Your adepts are going to want to shoot/stab things. This is easy. Everyone likes a little combat. Breaks up the monotony of storytelling, instant conflict, everyone has something to do, etc. It's the reason Shakespeare put a sword fight into most of his plays. Even Twelfth Night.
Your technomancer is going to want to hack things. Also easy. Make sure that when she does, it's on the same time frame as another series of actions that require Initiative Passes, that way you aren't running a hacking job while the rest of the party checks their e-mail. I like to have combat emerge about the same time the hacker breaks into the secure system, or make sure my NPCs have plenty of stuff to hack(AR glasses, cyberarms, tac-nets).
The face I've sort of covered, but a face can seem dispensable to the crew once the heavy handed criminal stuff gets started, especially if your players would rather do Matrix searches than hit the streets. Make sure there are plenty of people for the face to seduce and con to get information and to leave gaps in security. Make sure she knows these options, too. It's easy to look at a bank vault and think about blowing it up; to con your way in can be done, but it's less obvious. Some players may need a bit of coaxing. Also, have the face integral for ensuring the party is well paid. Know how many dice your face rolls and plan accordingly. If you only want to pay your runners 2k a piece for a run, have your Johnson offer 1k and tell them they'll get another 200 per net hit on a Negotiation test. If you know your face gets 5 average nets hits, your payout will be around the same and the rest of the group will think the face invaluable.
The black-ops guy is hard. Sneaking in the shadows is a hard sell to people who just want to shoot things and think all security is electronic, so the TM can just take care of it. Make sure there are parts of this infiltration job that only someone with good infiltration can handle. Blind spots on cameras only he is skilled enough to use, laser trip wires, that sort of thing. If you let your group disable all security via the Matrix or shoot their way in, this guy will feel like he has wasted his build points and will only use his nuyen and karma to turn him into a street sammy, or just kill him off.
That may be a bit more than you asked for, but I just thought I'd throw that in there because it seems like you have a good understanding of the setting and the system. Sounds like a really fun game!