Ok, here's the disconnect. There is no such thing as a first-level shadowrunner. This isn't D&D, where you start off in danger of being killed by a housecat, and end slaughtering titans and having tea with gods. Shadowrun is front loaded, where you start off much more competent and capable than the everyday person. This is by deliberate design. Sure, you *can* turn it down so you can play gangers, but that's not the default. A shadowrunner has to be very good at what they do, or they wouldn't have survived this long. What's more, even though you won't advance like you would in D&D, you will get better and become a prime runner someday-- if you live that long.
The mismatch is *within* the character creation systems, where you can create wildly varying power levels. This is most evident in SR4.5, where the book encourages you to have dice pools of 6-8, and considers 12-15 to be really high... but then turns around, and lets those who can see deeper into the system have dice pools of 20+. SR3 was better about this-- not perfect, but it was harder to create a gimped character by accident, and not as easy to create one that was vastly overpowered in relation to the other PC's.
The mismatch is *within* the character creation systems, where you can create wildly varying power levels. This is most evident in SR4.5, where the book encourages you to have dice pools of 6-8, and considers 12-15 to be really high... but then turns around, and lets those who can see deeper into the system have dice pools of 20+. SR3 was better about this-- not perfect, but it was harder to create a gimped character by accident, and not as easy to create one that was vastly overpowered in relation to the other PC's.
Your entire premise here is hilariously off base. This is a roleplaying game, with a character advancement mechanic. One which explicitly, in SR4 and up ties that advancement to the recognition of the character by the wider world. I don't want to be rude, but I am getting the impression that you have missed the entire game design concept behind character creation other than players having the desire to warp it for the greatest power level possible. There's no 'seeing deeper into the system' involved. There's simply the usual problem that the game designers did not build in enough munchkin control, and thus it is left to the GM to simply deny characters.
The character creation system, as noted by skill caps and limited resources, is a balance between giving the player freedom to create the concept they want to play and producing a baseline starting character power level. The fact that they erred in the direction of freedom of concept and left large holes where the letter of the rules would allow unreasonable variation is not in fact a demonstration that such powergaming is the expected norm. This is born out by pretty much everything else in the system, from the statting on the sample characters to the suggested antagonists and the opposition in the printed runs intended to be for new characters.