[ Spoiler ]
I played this mission as Banshee with S. Burton as GM. I liked this mission less than the other missions I played at Origins, although I still had fun - I want to be sure to be clear that I don't think this was the GM's fault and my criticisms are of the module only. I think he did a good job with it and was responsible for much of the fun.
Things I liked:
I really liked the background flavor of the mission. Learning more about Urban Brawl was cool. I think the basic premise of the mission was a neat hook.
The part of the plot that we didn't get involved in - the original kidnapping of the brawlers - sounded pretty interesting, as did much of the investigation of what happened.
I thought the brawlers were interesting and fleshed-out, but I wished we had more reason to interact with them instead of just taxi them around.
Criticisms:
1) The only real skills required in this mission were the ability to kick down doors, yell "OH YEAH," and shoot everyone in the face. It doesn't make sense in-universe that you would hire shadowrunners to do this rather than any number of more legal and cheaper organizations that can just bring more guns. This also left some character types with little to do. We also didn't have any real meaningful choices during the mission. Our GM did a good job working with players who wanted to try and apply other skills to the challenges, but it was pretty clear that the module wasn't giving him much to work with here.
2) In keeping with #1, I think there was just too much combat. SR doesn't pull off missions whose main challenge is combat very well, and the mission was really nothing but fighting. I think it would have been a better mission if there had been other things to do or other ways to resolve some problems. Even players who really, really like combat would probably prefer a smaller number of fast, intense battles to a long slog. I would suggest making less combats, but adding in Pushing the Envelope options for them to be more difficult for groups with more combat-oriented characters who have less subtle options.
3) The Urban Brawl minigame struck me as overly complicated but not very fun. We spent a lot of time figuring out dice pools and sorting out things like "our medic can't be the Medico, because the incredibly heavy armor they wear would make him fall over and not be able to get up" and "despite the fact that 95% of our mage's spells are banned in Urban Brawl, he's totally fine and is one of the best players." It also took quite a while to resolve. I think a faster resolution and a much more abstracted system would have been a lot better.
Suggestions:
In general, I think Ancient Pawns was a similar style of mission that worked better, and I would try to make future missions more like Ancient Pawns and less like Super Brawl Sunday.
If I were to change this mission, I'd do it as follows:
Cut one of the fights, and have the athletes in two groups of three.
Group 1 is cybered-up troll gangers with a troll magician leading them, holed up in a building with decent electronic security and some wards. Have a couple of "optional" troll street samurai that the GM can throw in for Pushing the Envelope. Have a few possible ways into the building, and make getting in the door without sounding the alarm important by giving the trolls a plan to defend their turf if the PCs decide to just boot the door down without doing any recon.
Group 2 is the wizgangers, but they should probably have summoned spirits on-hand (they should be expecting trouble!) and set to keep watch/guard the area. However, make it fairly easy for a hacker to get a look at their positions through electronic surveillance. Let the mages have a very nasty bound spirit or two for Pushing the Envelope.
The first group of rescued athletes has one athlete who uses a personafix chip for his "on-screen" persona, and is seriously shaken by the kidnapping/torture. He panics, and insists the players take him to a safe location before continuing and then pick him up before the game. How do they deal with this? They might try to solve this via social skills, rigging (to get him back remotely), driving really fast (to be able to drop him off quickly and still finish on time), contacts (getting someone else to watch him while they finish the mission), or tasers (but they'll pay for hurting him later).
The second group of rescued athletes has the Dog get loose during the fight, flip out, and start attacking the nearest moving target. How do the PCs react, especially if the Dog manages to botch their entry plan with his rampage? They might try to solve this with social skills (talking him down), hacking his personafix chip, or tasers (but again, they'll pay for hurting him later). Trying to stop him from killing anyone while they calm him down also gives less-often-used combat tactics like Subdue, Binding, etc. a chance to shine.
After the mission is finished, the PCs are offered the chance to play as subs in the Urban Brawl game - tell them they can get a bit of extra nuyen, and they might get some reputation if they do well, but that it will also get them public awareness. Just have the PCs roll one dice pool that's easy to calculate - something like "pick one and roll it - Weapon skill, Spellcasting, Exploit, Spoof, Driving, First Aid, Running, Tactics" and have a chart that gets you a smallish amount of Nuyen, some Public Awareness, and a little Street Cred. Sucking hard can get you Public Awareness and Notoriety, but no money or cred. The Mountain Dragons can win if they don't solve either problem with the athletes by knocking out the athlete giving them trouble and don't otherwise injure any athletes during the rescues, and they can make up for one injured athlete per exceptional success on the Urban Brawl roll (probably 11+ hits).