i'm sure its been said already but how important burst fire and full auto are really depends on how frequent combat is on your table and what your character role is within your team.
If you're the street sam looking after a party of non-combat mages or TMs and combat is pretty frequent; FA/BF is going to be pretty damn critical.
If you're a decker in a combat capable group where fighting doesn't happen often, you're fine without building for it.
Pistols is perfectly fine for anyone to have in-game; they're very common (almost standard if you live in the shittier bits of town) and you can use the very concealable hold-outs or totally legal tasers for when you need to be discreet or head up-town. Many pistols are semi-auto capable, which means you can do a semi auto burst to knock -2 off their dodge dice which is nice.
If you're worried about range, you can always go smartgun + improved rangefinder or stick a scope on it and use "take aim" to help.
Automatics is great for a regular combatant, but the machine pistol sub-class is not as concealable as a standard pistol so you'll need some palming skill to avoid detection in places where they're going to be looking.
SMGs are just about concealable if you're a big guy, wearing suitable clothing (lined jacket for example), in the dark, and have a little skill in palming, they bring a whole bucketload of combat utility but if people are going to be checking for weapons, you'll need to be inventive about how you get them through the checkpoint.
Forget about AR's as an everyday weapon. If you need them, the shit has hit the fan big time and you need to think about bailing out pretty soon.