And, regarding the game, this is either my favorite or my 2nd favorite game/campaign I've ever run in 22+ years of Shadowrun. The only reason it might be 2nd place is because the other game was 19 years ago and might be benefiting from rose-tinted hindsight.
My only regret about this game is that we lost 8-bit. Everything else has been a joy, which is good because it's basically been a part-time job. The sheer number of hours makes me quaver at the thought of ever attempting anything like it again, even though it's gone so well. I'm at 1,185 posts (275 IC and 910 OOC) since this game started, although some of those came before I was GM. Still, if we estimate 30 minutes a post on average (which might actually be on the low side, given rolling, rule research, and then writing it all up), then that's 500-600 hours of GMing over the last 11 months. (Part of that is my fault, as I'm a stickler for internal consistency and staying true to the canon as much as humanly possible.) So, yes, a part-time job for sure. But, as they say, enjoy your job and you'll never work a day in your life. Or somesuch.
I don't know if it rises to the level of "regret", but I haven't touched half of the crazy crap Ryo suggested for the game. Part of me wonders if he was really planning on shoehorning it all in or if he was going to pick and choose based on how things went. If he was going to use it all, it would have made for a very frantic, hair-on-fire type of game, like a farce where the improbabilities stack upon each other until the whole structure threatens to collapse under the collective weight of the accumulated plot. I pumped the brakes a bit and went in a more realistic direction (relatively speaking) since that's where my sensibilities lie, but part of me still is curious how the game would have gone with Ryo at the helm.