QUOTE (agris @ Jul 15 2014, 08:05 PM)

I've heard the combat initiative system in SR3 is vastly superior, for example.
Not superior but its "more fun for everyone". SR2 has the habit of combat being a mini game for the fastest characters and everyone else doesnt matter. They go first and often while their pools refresh. SR3 everyone goes then the fast guys go more and the pools refresh less often.
Id avoid Rigger 2 if you can stand the earlier rules, the Rigger Black Book is less realistic but more fun in play. Rigger 2 introduced the maneuver score which tends to be more of a stumbling block than help in car chases.
VR 2.0 I could go either way on it just depends on how attached you are to the 1e decking vs the 3e decking. 1e is just like the old sega genesis game. 3e/VR 2.0 is easier to cheat with to make hacking less of a mini game. If you choose to go the 1e method (default in SR2) I would shrink the matrix maps to only the key locations. If you have more than 6 locations think about trying to combind things to make it 6 or less. 6 is a reasonable 15 min mini game once the decker is comfortable with the rules rather than the 30+ min the usual maps take.
You should start with Food Fight because thats tradition (I tend to expand it into a drug courier run either making the fight at the beginning or the end, you have to take the drugs to or from the stuffer shack to or from other location, last time I used the Banshee just to set up the scene in Dreamchipper) then I usually go Mercurial followed by Physical (part 1 of Harlequin) then i mix it up. You should also increase the tie in from Mercurial to Dragon Hunt as the adventures are tied but only by very loose hints and not explained well. I also wouldnt try to cram all of Harliquin into 2050, I'd let it spill into 2051 but you may have to alter some hand outs. Theres alot of adventures for 2050 but then it slows down.
Other things to note alot of characters will max attributes they use because its cheap, attributes dont do as much so its ok but its funny to have every character with a body of 6+ after enough karma.
Karma Pool could become a problem as you gain karma because there is no cap, hopefully character have to burn it from time to time to stay alive
There are alot of adventures (like Mercurial) where the idea is great but its really on the rails.
Spell Locks... I remember they suck alot but I dont recall why.
Rules are all over the place and the indexes suck so be prepared to do alot of flipping for anything new that comes up.
I stick to the core book for character creation and characters can earn access to new books through contacts over time. Basicly by taking runs at no pay opens up a new book.
I avoid all the optional rules, because rules are all over the place. Some of them are quite good but I dont want to have to remember what book its in.
Watch out for super specialized characters with the right gear not being able to fail. If you get 12+ dice and can lower you TN with a few select pieces of gear it can get silly easy.