Armors:
you have to keep in mind the fluff for some of the armors, especially the military grade stuff. "Each suit is custom tailored to the physology of the soldier"... meaning that even if it "falls off the back of a truck" it is pretty useless to anyone but the owner that is was designed to fit. And to fit the armor, you need more then a simple set of hand tools... you need a full on facility to do the work, and a full on medical facility to do the measurements (No, a tape measure is not going to do the trick)
The next thing to keep in mind is that heavy armor (and weapons) is illegal and you CAN NOT get a permit for it... so if you get caught, you're screwed..... A lot of players seem to forget that there are WAAY more police and drones then they have bullets.... and HTR teams pack some pretty serious firepower... So while it may sound cool to have heavy armor, the associated problems of it make deploying it anywhere there is a police presence almost certain suicide for the team.
Money:
This is what happens when the payouts are too big

... the players go on a field trip to the local Krime Mall, and buy the place out... Payouts for a run should be high enough to cover costs, put a little in their pocket, and a little towards their next toy (be it cyber, bio, armor, lifestyle,weapons, etc) IF after every run, your players are droping $5000+ on new gear, you got a problem.
Mages:
The problem with Mages is that they are beholden to Karma.... Sure they can buy new spell formulae, or a focus, or a gun with cash... they still need karma to improve.... or learn that spell, or bond that foci. If you have too much money floating around and average karma payouts, the mage feels like he is being outstripped by the Neuyen characters in terms of power.. so they focus only on improving their spellcasting ability... (or summoning, or whatever)
this holds true usually for the first 400+ karma of a game... and usually by this time, increasing their magic through initiation also starts getting next to impossible and the player starts to branch out a bit and learn new skills...... but with magic, a lot of skills are actually redundant.
stealth skill? Why when the mage can cast invisibility?
Ettequtte skills? Why when the mage can cast influence?
Demo skills? Why when the mage can cast wreck, or fireball?
Gun skills? Why when the mage has a host of combat spells?
Basket weaving skills? Why when the Mage can just BUY a basket?
Medtech Skills? Why when the mage has a host of health spells?
the Awakened generally don't need as many skills as their mundane counter points.... it's just a "waste" for them when they have MAGIC!