Just as a heads-up in case anyone is interested, I've started GMing this scenario, and so far my preparations have paid off.
I got the intro down with my GFs Sammy/Face in a solo session (and good thing that I did, it took longer than I had thought), and then she introduced the party to the Johnson, who in this case is called Mr. White.
We did a bit of bargaining, during which for some reason they never haggled the price, even though I had deliberately started with a lower offer than my target of 1k/day. Then he gave them some premise and infos, and the PCs had fun posing their mage as a miracle doctor who would examine the berserk daughter of Mr. White, unfortunately not with Mind Probe, but rather with Control Thoughts, which I felt I didn't have sufficient grounds to disallow. I was a bit generous with the time scale of the conversation, she would have broken free after about 30 combat turns, and that actually doesn't translate to a particularly long talk. Well... as it is, they actually managed to get most of the clues in an organic manner simply by asking the right questions.
I was lucky with one thing I hadn't anticipated: I hadn't written out a scene for the Club where the daughter got dosed with the K10. So I was lucky none of them had licenses to enter Manhattan, and I ruled that Manhattan passes are like fake licenses, and luckily it took them three days to get them at a good rating. So that gives me a few days to come with something.
Also, luckily while the mage did ask for the rich kid drug dealer's phone number, which is stored on her commlink, he did not ask under what name it was stored (Aunt Mary

). So they are going to have to interview her friend after all for the number, which gives me another scene they can't really bypass

.
I was also given a lucky idea by the playes themselves as to how to finally introduce the big bad guy: Of course there is only a narrow list of suspects - it has to be someone in KE hierarchy who is higher than or at least level with Mr. White, and that nicely gives some handles as to who to check out. For now he hasn't given them these details, because he isn't convinced the runners can pull the job off without arousing attention, and that is something that he is most scared of.
But I think the players liked it so far, it made for a welcome change from the trigger happy run we had last time. Of course we don't ever get anywhere fast, but we're used to that by now.