Musashi, I'd second what SL James said about a Star campaign based on patrol cops - it *can be* fun if your players like the TJ Hooker feel, as SL so aptly put it, but it doesn't have a lot going for it long term unless your players are determined to play through an entire campaign as street cops.
What would be more interesting depends on whether your group prefers more brawn over brains or brains over brawn. I'm not saying brawn and brains are mutually exclusive; I'm just advising you to make that comparative assessment of your players. I ran a Lone Star SWAT campaign which the players thoroughly enjoyed and all of them want to go back to it now.
Since everyone had military experience but only one had ever been a cop, I started with a simple premise: the PCs were all cops with different backgrounds and who had been on the force (Lone Star) for a couple of years before applying to join SWAT. The campaign would take them through SWAT training and they would have to graduate in-game so becoming SWAT officers was NOT a guaranteed thing. IF they graduated, the campaign would continue with their SWAT career and I intended to build up the story to a point where they would eventually be confronted with corporate politics and corruption within the Star and they would be given a choice to leave SWAT and become shadowrunners (or start a legit security company).
I used the SWAT training course as a role-playing opportunity for the PCs to get to know each other and learn to trust one another. I didn't have to "set up" any scenarios but the cliched "bickering that gives way to unit bonding" you see in most such movies actually happened.
The SWAT training course also served as a RL training tool for teaching them SWAT tactics - all of us are very well-read but none of us, not even the cop, knew much about SWAT tactics beyond what you see in movies or read in novels and the like. So I did a LOT of research on SWAT tactical procedures (2-, 3-, 4-, 5-man breach tactics, shoot-no-shoot policies, tactical travel/sweeps, etc.) tactical language and hand signals, weapons and gear. Once I familiarised myself with everything in detail, I would run them through a different aspect each week (we play once a week) after which their characters would be tested in-game. As they advanced in their training, they started doing trickier and trickier scenarios simulating things from high-risk warrant services to hostage rescues, from simple single-room/single-door situations to multi-room/multi-entry/multi-storey buildings, from large buses at an intersection to an aircraft on the runway. My players had a BLAST planning breaches, rescues, and then executing their plans. If the plan came off well, they would be really pleased with a job well-done. If it didn't, they would have a de-brief in-game with their instructor telling them where they went wrong or what could have been improved.
I dropped in a couple of events which put their skills to the test in "real life" in-game to spice up the otherwise "safe" training scenarios. One of the PC SWAT candidates was a once hugely famous but now fading trideo action star who signed up for SWAT as part of a reality trideo show to boost his sagging fortunes. Lone Star agreed 'cos it painted the Star in a good light and gave them free publicity. A big fan managed to sneak into the barracks and barricaded himself with a hostage and demanded to see his idol or he'd kill his hostage. A proper SWAT team wasn't able to get there before the deadline so some of the instructors and two SWAT teams-in-training (including the PCs) had to stage a rescue after the hostage-taker refused to be talked down.
Anyway, the game was suspended for a while for various reasons (mainly 'cos everyone was busy or going overseas), just before the PCs' final test, like the one Colin Farrell et al had to go through in the movie "SWAT", so we never got round to the PCs being actual SWAT officers. That's one of the reasons why they want to go back to the game now but we're going to try out SR4 with an ordinary group of runners first before we decide what to do with the SWAT campaign.
There is a heckuva lot of scope for play in a SWAT campaign.
It's different in that the PCs are on the "good" side now and the SR universe presents a lot more challenges than a SWAT game set in modern day reality - beyond the usual high-risk warrant services, hostage rescues, you've got shadowrunners, toxic spirits, etc. to contend with. Magic and technology alter a lot of the security notions of today. I have to say, it was refreshing for both the players playing on the other side of the law and for me to run such a game.
I would personally recommend it any day!