I would recommend holding off on that campaign until the crew already has some karma under their belt, and have had a chance to gel. As you said, these adventures do a good job of cutting you off from your normal support networks, which means you need to be able to have supplies beforehand. 5 clips of ammo is usually plenty when you're in your own sprawl, but when you're away from home, going into Ghost knows what, those 5 clips can go away quickly. Of course, having developed secondary skillsets can help offset this problem, but that kind of diversification usually happens after they've gotten some good karma. If your group is experienced, and you're making new characters for this campaign, I'd suggest upping the BP and nuyen a bit. These adventures are seasoned runner material, unlike the Missions series, which work just fine with rookie runners.