A more detailed review, going chapter-by-chapter. As such, spoilers ahead
Intro fiction:
Two big names conspiring, obvious potential ramifications. And a reminder of how attitudes toward smoking have changed IRL

Intro Section:
Well, plot summary and the standard "how to run an adventure" text. Noteworthy tidbit (although not relevant to the adventure): Knight doesn't know that things have gotten out of hand
Scene 1:
This one is actually a fun idea, the meeting takes place in a virtual play pen full of agitated brats whacking each other with virtual foam bats. And the characters have to blend in or get whacked by security loaded for (pedo-)bear.
The Job itself is to get hired as recruits by KE and keep taps on their training routines as well as stealing samples of any gadgets the players might come across.
Scene 2:
The players arrive at KE's training facility, find out that despite their seemingly tough security they actually hire just about everyone (though the Rating 6 SINs provided by Johnson certainly help) and then...well, good question. The players are supposed to roleplay their deep cover job and they better do well, because uncovered spies end up as test subject for Unlimitech. But info for roleplaying their recruit lives or describing the setting to them? No Sgt. Hardman greeting to read out to the players, no info on how a recruit's day or the schedule for basic training might look like, nothing. Not even a map of the facility.
There are a few suggestions on how "this scene can become a multi-session experience", namely things like laser tag or weapon drills, and some potential side plots, but what does that help if the basics are missing? One of the side plots also seems to assume that insect spirits can just jump on a target and invest him with one of their comrades. Like the lack of "so, what am I supposed to do here?", this will be a recurring element.
Oh, the runners' drill sergeant gets introduced as "a gruff satyr in his mid-fifties", but is statted as human.
Scene 3:
The runners get a live-fire excercise with some crippled insect spirits. Worth an extra scene? Given the lack of training information it probably is. List of possible side plots again suffers from instant invae inhabition syndrome, and the lack of maps hurts more than in general.
Scene 4:
If the players did well with roleplaying their cover identities (heh) this is a bonus mission for them: Shadowrunners stole something from an Ares warehouse, get it back. This is what you know after reading what supposedly is the GM summary. You have to read the location descriptions to find out how the players get on the track (check the surveillance, duh).
This scene actually had a map...but before you break out the champagne, it'S a map of the warehouse, not of the runners' hideout. So hopefully your players want to leave the other runner team alone and start a shootout in the warehouse, in that case you are set. The NPC section leads to even more head-scratching, because it only lists NPCs needed if you follow the suggestions for "pushing the envelope" -- stats for the opposing runners can be found in the Cast of Shadows at the end of the book, but it would have been nice to have a pointer...
Scene 5:
The runners meet with one of Johnson's lackeys in a sleazy bar, he tells them to arrange for their promotion into OSP (KE subdivision which guards Unlimitech facilities). The scene wins the price for worst side missions.
a) The barkeeper asks the runners to transport a vase to Ottawa. Yes, he's talking about the Ottawa in Quebec. Of course I will transport some random object for you, citizen, I will see to it right after clearing out the cave near Riften. Oh wait, this is not Skyrim?
b) This is the previously mentioned "side plot X". Unless the players act as blackmailers you have to make them fail their job, otherwise they would learn too much...
Scene 6:
It's like Scene 2 all over again. The players arrive at Unlimitech, they are taken in, this is where the narrative ends. You get told what the insect queen might want from them, but what are you or the players actually supposed to DO here? Is this supposed to be some sort of infiltration job? Then maybe tell me something about the place they are infiltrating, the jobs they might be assigned, their daily routine and so on. Or are the players supposed to draw their guns at the first guy they see and start firing? One sentence in the queen's description almost seems to suggest it.
This scene has a map, but it looks more like a random municipal building with randomly assigned rooms.
The conference room is twice as large as the server room The server room is twice as large as the conference room?
Scene 7:
Only an alternate for players who screw up in Scenes 2-4 on their cover is blown. At least here it is clear what they want to do, get out of the Unlimitech facility deep inside the containment zone (not the one from scene 6, hence no map) and blow up some shit. Hooray, once you screw up the adventure it actually starts making sense