Cheat sheets are great, and you of course want to keep the story moving and not obsess over every rule, but nothing beats knowing the rules for your confidence as a GM and in being able to tell your story while actually playing the game with the balance and rules it was built around, and also for adapting to any unexpected occurrences/improvising checks, so - to run counter to the general philosophy of "just play" - don't be afraid to pause the action for a couple minutes and pick up the rulebook. Especially for core mechanics (i.e. the various modes of fire, various options for defense, casting/summoning and drain, hacking, etc.), and other things you are finding come up a couple sessions in a row or are critical to the story arc.
Maybe it's because this is how I've always learned, but reading about a rule and applying it in context is the best (for me anyway, maybe you or some of your players too?). If you read it and you don't get it conceptually, or it's too complex and you're having to re-read and re-read it, wing it and move on. It's pretty easy to wing a roll on the fly for SR, generally: determine applicable Attribute, determine applicable Skill, determine satisfactory Target Number (2-6, or so?) OR opposed Attribute and Skill if you want to get fancy. If it's something like grenade scatter or other uncontested determination, you can just roll a d.6 (what we call a "luck die" at our table), the results being a scale from 1 = unfavorable to PCs desired result to 6 = favorable, or just do whatever makes for the best story. And it's even easier to come up with modifiers on the fly; + or - 2 (or 4 if it should have a really large effect), move on.