Your realistic characters exist perfectly fine within my suggested realistic campaign, and you still didn't answer how it makes it low powered. Again, I'm not trying to fix anything, just give an alternate path for a different feel.
Hmmm, I'm starting to get the feeling that we can never have a civil discussion. We don't seem to ever be eye-to-eye, and my rep's starting to show it.
In regards to 'fixing', you said to just pump up the opposition.
I said that's the same as leaving them as is, and downpowering the PC's.
Hence, it looks like you're just messing with the power-levels to make the game more '
realistic'
IMHO this is unnecessary.
I don't think that realistic runners are average joes, I just believe that they begin their careers as average and develop just like everyone else, on an even level
So if they're
not average joes, but begin their career as average.... what are you actually trying to say?

Are you talking about their career as a Shadowrunner? Their career at Lonestar? Their career at the stuffer shack?
And no, a police officer who's been working for ten years is not getting the same experience as a runner who's been in the business for ten years.
Experience comes down to intense activity. The vast majority of police-work is hum-drum paperwork, briefings and routines, with a few significantly intense moments thrown in. Ask a beat cop how many times they've had to discharge their weapon. It's not a lot, and when they do they get taken off shift for days at a time for counselling, reports, debriefings etc.
Shadowrunners are deliberately throwing themselves into firefights, infiltrations, kidnappings etc on a frequent basis (and even if just once a month, a moderate Shadowrun still has 4-5 scenarios of Infiltration, Firefight, Bar-brawl, Intense Negotiations, bribery etc). It's a concentrated dose of do-or-die training on a regular basis that is more in line with consistent SWAT training.
So, if you want to compare Shadowrunners (400BP is for a Professional, competitive shadowrunner, not a newb) you're better off comparing them to a SWAT officer, not a beat cop.
And back to original point, adjusting the power levels of opposition isn't necessary. Here are some things to make life more realistic for everybody (PC's
AND NPC's)
- Harder healing rules (options already available in SR4A running the shadows chapter)
- More knockdown tests on damage
- Legwork requires an extra threshold number
- All armour is 1d6 lower than rated when calculating damage resistance (to reflect the randomness of bullet impact points)
These are universal game mechanics easily applied across the board, without having to modify the abilities of
_just_ the opposition (which smacks of power-GM syndrome)