You say it's an extra step, but in SR5 we had:
- Step 2 also includes Armor Piercing, which depends on both the weapon and the ammo
- You also had to compare DV to Armor after AP to determine Physical vs Stun
- You also checked light, range, wind conditions, other dicepool modifiers, etc, etc, which you had to combine to calculate the final dicepool modifier
In SR6, it's the AR vs DR, which are almost always constants that don't vary between turns (except for Cover), and a single glance at circumstances to determine a second point of Edge. So I disagree with your assertation that combat now has MORE steps.