1. Currently the security is set up as being three Bulldog vans, with a random one taking the package (more on the package later). In every van there are 3 Corporate Security grunts, the van with the package has 1 Lt + 2 grunts. The question is would this be a plausible amount of security for this kind of package or would you expect a start-up to be able to afford more? Because more would probably mean the 4 man runner team won't be able to hack it at this job (it's cutting it close as is, I think).
Regarding the "plausibility", I would say that seems sufficient for an important but not vital package.
Regarding difficulty, it depends entirely on your runners and the tactical situation. If your runners are brand new out of char gen, that'll make it harder. If they're specialized for combat (e.g. no Face) that'll make it easier. If they spent a lot of money on weapons that'll make it easier. If the enemies all pour out of their vans at once, that'll make it harder.
My gut instinct is that a typical chargen party will struggle mightily to defeat 8 grunts and 1 lieutenant simultaneously, unless they hit them all with a couples fireball or similar AOE attack. Even dinky pistol fire can take down a street sam with Stun damage if there are enough guns. I would probably give the runners a chance to disable one of the vans (explosion, ramming a vehicle against the doors, etc.) or separate them (crashing an overhang down) to make it fairer fight.
2. The Technomancer will be shipped in a stasis pod that keeps her subdued. From the outside the runners won't be able to see what's in it. Due to some MacGuffin I want the pod to malfunction (as in the stasis stops and the technomancer awakens). But I can understand if one of the players would try to prevent this by hacking it. The new matrix system is still a bit foreign to me though and I'm not sure what kind of security I can conjure up on the pod since it's not connected to the matrix and should (imo) only have a direct link through a datajack possible. For security purposes should I run this as a host and set up security from there or would it possibly be better to run it as a Cyberdeck with programs running and go from there?
If you definitely want the pod to be unhackable and malfunction on command for plot reasons, make it a throwback with no easily accessible universal port. I don't know what the timeline is for your awakening, but if it's "during/right after the fight" that should suffice. If you want it to malfunction several days down the line you'll probably need to come up with something more plausible. The easiest thing to do is just make it a device with really, really high ratings that you know will consistently defeat the group's hacker (and make it clear it's beyond their ability). Alternatively, booby trap the port to fuse shut if you attempt to use it without doing <insert convoluted step that the runners cannot do>. For an event that you don't want to actually happen I wouldn't bother making a host, but you can go that route as well.
It doesn't really make sense to make it a cyberdeck. Cyberdecks are tools to be used to hack, they're not something that you hack "into" in this context. Perhaps my understanding is wrong, but I've never heard of them being used as a "target" outside of cybercombat.
If you are confused about Matrix rules I'd encourage you to ask questions, I found it super confusing when I started and still do to some extent.