I've have always loved the setting material in the GURPS books. The rules, no so much, but I think (and continue to think) that GURPS has some of the best stuff when it comes to defining a setting. Which is probably while although I have never run a GURPS game, I have a shelf full of their books, more as reference items. I was looking through the new GURPS 4e Ultra-Tech book and ways in which stuff in it might be applied to SR came to mind. These are some of those thoughts.
Firstly, in GURPS 4e terms, SR tech level is solidly TL9 with many TL10 elements representing the cutting edge of SR tech. Of course given the inequalities present in the SR setting, many of the poor, and SINless people still relying up TL8 stuff. The only super science elements present are mono-wires and neural induction. The important take away point from this is that virtually any TL10 device could be incoporated into your game if you wish. Virtualy all of it is in reach of SR tech, it just may not have been developed yet because of cost or lack of demand. But you certianly still could introduce it, at maybe 10 or 100 times the listed cost in GURPS. The key difference in SR and many other TL9-10 societies is that space in SR has not been developed to a great degree.
Thoughts on individual items of tech
Power Generation: Power in SR relies mostly on Fission and Fusion generators. More portable examples of each are probable examples of each are probably possible, but are not widely used because of security concurs. A portable fission or fusion reactor falling into the wrong hands would make a great run idea though. Solar Power is in wide use most likely, but in most of the megaplexes it is limited by smog and pollution. The NAN may use it more intensively. Solar Power Sats are probably possible, but remain mostly undeveloped (they would fit right in if you wanted to throw some in though). In the heavily urbanised setting of SR, Beamed Power (while possible) probably does not come into play very much.
Power Storage:It's not clear what powers the more energy intensive TL10 devices like the new Ares Lasers. Most other devices are powered either by fuel cells or more advanced chemical batteries. Most SR tech isn't that energy intensive so TL9 power cells still work well.
Computers: Computing in SR is solidly TL10. Commlinks are generally TL10 Small computers, while older cyberdecks were probably TL9 Personal computers (possibly compact). Genius computers are common as well. Virtually every item in SR has a Tiny computer built in. AI is a software based phenomenon. AR, VR, and 'Sensies' are all well developed. Uploading is not currently possible. Well at least not on-purpose. But a large number of cases happened during Crash 2.0.
Cybernetics: Also solidly TL10. New to SR4 is more widespread and efficient Total Conversion Cyborgs and Brains in a Jar.
Nanotechnology: Also TL10, though not very wide-spread as of yet. Outside of the human body, only microbots are possible, which are very small robots, but not truly nano-tech. Inside the body a variety of semi-organic nano-tech devices are possible. All TL10 swarm types are probably possible, though not all have currently been made. Gastrobots are also unavailable. Nanofacturing is possible (A TL11 development) but is of such limited utility it might as well be considered an advnaced form of TL10 manufacturing.
Sensors & Communication: All TL10 devices are possible, though not all are in wide deployment.
Weaponry: Shadowrun's approach to weaponry is concervative. Conventional fire-arms remain the dominate weapon, probably because of their continued cheapness and utility. TL10 lasers are slowly working their way to market, while hand held particle weapons remain undeveloped, power-cell tech is probably the limiting factor here. Electrolasers are possible, but have apparently been passed over in favor of sonic stunners and more conventional stun weapons. Likewise, guass weapons are slowly working their way to market.
A couple advancedments in small arms remain un-persued but possible.In particularl electro-thermal and liquid propellant. We should expect to see these in at least some SR firearms, but apparently they have been overlooked. Perhapce they have been to cost prohibitive. Gyrocs are in existance, with the potential for (very expensive) homeing rounds.
Armor: It's hard to put a TL on SR armor. I would guess that it is mostly TL9 with advanced polymers and ceramics, but with some TL10 materials in use in parts.
Anyways, just some of my thoughts on SR vis a v GURPS 4E.