QUOTE (NiL_FisK_Urd @ Feb 23 2012, 09:00 AM)
I really recommend the core supplements: Runner's Companion for expanded Qualities/Metatypes/Lifestyles/Contacts, Augmentation for Street Sams and advanced Medtech rules, Unwired for Hackers, Street Magic for Mages/Adepts, Arsenal for Riggers/Street Sams - i dont want to play a game that uses only the core rulebook (especially because of the new qualities in runners companion).
If i had to rank the books, it would be: Runner's Companion > Street Magic > Augmentation > Arsenal > Unwired
But like thorya said, everyone should contribute to the game - let the Mage buy Street Magic, the Sam Augmentation etc.
Just for an alternate perspective...
As a GM, I would rate the books as:
Street Magic > Arsenal > Unwired > Runner's Companion > Augmentation
I have a PDF of Runner's Companion, and I rarely read it. I don't think the new qualities in it are really necessary, and it's really only good for making "odd" characters with strange races, and positive and negative qualities.
If you're playing a Magician, I think Street Magic is more important than the Companion. If you're playing a Samurai, Arsenal / Augmentation are more important than the Companion. If you're playing a Hacker / Rigger, Arsenal / Unwired are more important than the Companion.
Augmentation I rate so low because really I think the rules presented in it mostly benefit really rich characters with access to high level tech. Starting characters won't need to open it up at all, the Augments in the core book are more than sufficient. I have a print copy of Augmentation, and I loved reading it, but I haven't really used it in my game much.
I find that Arsenal and Street Magic are the most useful of the supplement books. I don't even have a print copy of Companion, and none of my players have ever wanted to use something out of it.