Taking a break after an hour. Getting frustrated. Info is very spread out, hard to find answers easily. I've never stalled out this hard in SR CharGen before. Some of it is new rules, but mostly its that info that logically belongs in certain places doesn't live there. There a lot of places where things could be explained much more simply or streamlined. Finding a few typos too, which doesn't help. When I saw Lockpicking and Locksmith as separate skills on the skill chart, I had to laugh. Gamed SR with a locksmith for many years. I envision he would have facepalmed. Skill section tells me that's a typo that got missed, since Lockpicking didn't appear to be there. Glad of that.
After an hour, I have most of my skills active skills, attributes, Qualities, Contacts, and 5 extra Karma, which I am not sure if it will be useful from here. Will have to wait until the weekend to properly major in The Matrix, so I know what I
actually need, and can then go rebuild my character properly.

As a frame of reference, I have made over 500+ SR characters in my time (I counted the stack once). No rookie here. To call it second nature is an understatement!

It's too bad the Character Concept section (page) doesn't have suggested skills listed. It would be nice to know what my Decker needs to function in a summary format. I defaulted to skill choices I needed in 4e, but a new player could easily overlook skills they would need if they go by the way things are laid out. More build advice on archetypes, and more brevity in description of the build process itself would have been helpful, both as a veteran and thinking of new players at my table.
Maybe I should be using the Quick Start rules? Thoughts? How was CharGen for you the first time? Any tips?