It also sounds like you aren't setting up situations for the melee individual to shine. There are any number of groups - Aztlan/Aztechnology's warrior groups, the samurai of various corporations, etc. - for whom a personal challenge takes precedence, especially if it takes the place of something more bloody and liable to cause lots of destruction - 'our guy beats your guy, we walk, your guy beats our guy, we surrender' kind of thing. A KS in corporate security would help there, and if the samurai doesn't have that knowledge, he should.
Also, it sounds like your PCs are doing a lot of 'outdoors' runs, being able to carry the big guns, set up with clear fields of fire, all that sort of thing. This isn't a bad thing, but it also ... well, it isn't the meat and potatoes of the high-quality runner, as it were. Set up a situation where they're going to have to leave the big toys behind, where they might be able to bring along a pistol, but where using an unsilenced weapon - what, you thought they were going to let you actually carry a silencer on your weapon?? - is gonna mean everything is blown. Maybe it's that top-end corporate party, with the sixty bodyguards mixing with the guests. Maybe that's the zero-zone compound where you absolutely have to infiltrate masquerading as a corporate team member - and NOT as a member of corporate security, thank you. Maybe that's the granola-and-free-love hippie encampment where guns are so verboten that the very spirits of the place prevent them from entering, or maybe there's just an 'anti-bullet-barrier' of some sort - bring in all the guns you want, but bullets are another story.
Marcus is right in that if they're splitting the group, you have prime opportunities for close-quarters-combat to take place. If you're doing anything inside buildings, ditto. Use Run and Gun; use disarm. Use a CQ combatant against them - whether that's a spirit, a sneaky adept, a samurai with a friendly mage's invisibility, or just someone who can cover 40m/Turn at a minimum without even sprinting. Put them into situations in which getting out the guns is a bad idea, or simply not possible. Make them long for the silenced hold-out, for the climbing claws with a chemical gland, for the Narcoject dartgun pistol.
Also, I only semi-agree with silentninjadesu - while yes, you do have to 'build for' on the melee front, remember that you have to hit in order to have an effect. With the right combination of skill and gear, your Agility combatant is going to put the Power combatant into the ground every time, often without breaking a sweat. Don't forget shock weapons or especially the Useful Chemicals front.
Melee is specialized, yes, but no more than decking, or magic, or face-time. Oh, it's easy for someone to pick up some sort of Firearms (and in fact they'd be stupid NOT to) and be reasonably competent and doing scads of damage if they waste enough ammunition, but a melee combatant needs to know what the hell they're doing when they step up to the plate - just like the decker, or the mage, or the face. If you give the previous three time to shine, you should do the same for the up-close-and-personal fella.