As with all games set after the formalization of (reliable) forensic science, the players' ability to get away with shit is not usually based on their ability to not leave evidence (if they could reliably plan detailed heists that ended in success with no evidence, they'd either be working for or against actual law enforcement,) it's in whether they've set the bar high enough that it's just not worth pursuing them.
In Shadowrun, the default for that bar is very,
very high, since all they have to do is make their escape through (someone else's) extraterritorial jurisdiction and the folks chasing them can't chase them any further without risking a shooting war. Generally speaking, forensically tracking down the heist crew that pulled off a successful Shadowrun is in no way profitable for any of the parties who might potentially be interested in so doing, as they stand a next-to-nil chance of recovering any value (either from seizure of the Runners' assets, or recovery of whatever was taken,) and it will involve a very expensive investigation, including exceedingly expensive negotiations with other jurisdictions to get ahold of any evidence they may have.
Which
is possible, I will point out. Saeder-Krupp and Ares may be very much at odds with one another, but they are fundamentally businesses. If S-K has evidence Ares wants badly enough, Ares
will meet their asking price, and S-K
will sell it to them. This is also how you can find things like Knight Errant Firewatch teams contracted to run security for an AZT research lab, as in Dragonfall. The companies may not
like one another at all, but business is business, and if it's cheaper to hire one of their hated competitors as a contractor than to do it themselves, there's a very good chance they will do exactly that.
So, if someone wants you
badly enough, they
will find you. Astral cameras are probably on standby with rapid response forensic investigation teams that can be hired in like, five minutes' time to be rapidly flown out to your crime scene and snap pictures of the astral signatures the spellslingers were throwing around. Such services are not
cheap, though, so the question is, "is it worth it." The answer is usually "no," just like the answer to the question of "is it worth paying 100,000

to Saeder-Krupp to get their security footage and whatever their security guys found that those jackasses who robbed us may have dropped on their way across the S-K compound" is usually "no."
Of course, things you do
can change these variables. If you perform a silent in-and-out with evidence that the company's team can clean up before the morning coffee crowd arrives, they'll probably decide to just save face and money and tell the workers nothing, and if any prototypes or something were stolen, blame it on a janitorial contractor and sweep everything under the rug. If you slaughtered your way across a compound and chose to install new doorways in every wall with detcord rather than use the normal doors, there's a much higher chance they will, if not actively come looking for you, keep an ear out and if you get sloppy, they'll jump if they get a chance. If you kidnapped the CEO's daughter and held her for ransom, they're coming for you and money is not even on their list of concerns.
If you want to enjoy a long, prosperous career as a Shadowrunner, then, one without kill teams breaking into your safehouse while you're settling down to masturbate to some trid-porn, follow these rules:
1: Try to leave as little evidence as possible,
duh. The more low-hanging fruit they have to work with, the lower the bar to coming after you. If you fuck-up royal and leave directions to your safehouse in their facillity, they're going to show up on general principles.
2: Avoid killing if at all possible. Even corps you generally consider soulless get angry if you slaughter their people, if for no other reason than they don't like paying death benefits. Also, you never know which of those inept security guards is going to be the nepotistically-employed nephew of some VIP who loves his fuck-up nephew and will consider it personal that you geeked his sister's boy, or which cubicle drone might be the wageslave cousin of some Runner who's going to come after you looking for revenge.
2a: Obviously, if they're slinging lead at you, you gotta do what you gotta do, and most people consider armed security to be fair game. Cubicle drones, not so much.
3: Theft is okay, even opportunistic theft, but if you clean the place out,
somebody is going to have to answer for it. Assuming that person still has a job (or at least a pulse,) when the incident review is over, you've given them a personal reason to come after you. They may or may not be capable of executing on this depending on how much reason you've given the company to back them on this and/or how many personal resources they have to bring to bear, but generally speaking, the less you steal, the more it's written off as "just business," the less the personal butthurt and vendettas.
3a ooc:
This is also on the GM. If your Johnsons are giving the players so little money for Shadowruning that they could literally make better bank by walking out of the meet, stealing the Johnson's ride or a vehicle just like it, and selling it to a chop shop, you're incentivizing your players to steal everything that isn't nailed down, and to bring crowbars, claw hammers and angle grinders so that they may adjust the definition of "nailed down." This is also a major cause of players who take Tamanous contacts and make a habit of "recycling" corpses. If you want your players to put more effort into doing the job and less into stealing everything they can pry up, actually pay them money worth a professional criminal's time.l
4: Don't make things personal. Not just avoiding killing if at all possible, but don't taunt the corpsec, or leave calling cards like a moron, or cause massively unnecessary damage, and for the love of Zog, if you aren't being paid to sabotage the place,
don't sabotage the place! The less damage you cause, the less incentive they have for coming after you.
4a: It's not just the company security you want to avoid making things personal with: if at all possible, try to refrain from screwing over individuals, including looting their desks and the like. Those poor fuckers work for a living, maybe not the same way you do, but if you steal some wageslave's credstick hoard that has the money he was saving to buy his kid a sweet sixteen gently used car, he's gonna be vengeful, and you never know when the stupidest things will come back to haunt you. You'd be pissed if some burglar hit your doss while you were out and stole your shit, and you'd go after them; don't make the mistake of assuming random joes can't or won't go after you.