I will also say I've always had a fondness for Riggers, and hope there might be some mechanics to help them out a bit. Example, I recall some of the Artifacts Hunt stuff, which resulted in a lot of travel and checks and kind of moved around a lot. This ran into the issue of "Ok, what about the rigger?" He'll have to leave most of his gear at home and hope to find substitutes in the place he's at. Now, to a degree everyone else in the party generally had to as well, at least potentially in terms of weapons/gear. But the 'big ticket' items of most chars are already connected to them and more easily transported. The Cybersam has all his stuff attached, even the big ticket cyberdeck for the decker is easier to hide, or even implant in the ruleset. Technos, adepts and mages are pretty much good to go off a plane.
Then you get things like, ok...lets say you manage to load your rigger vehicle on the transport plane and make it to Chicago, the way the story is otherwise scripted its kind of 'one way' before you generally take the convenient way out to the next locale. Its also time sensitive so not really set towards 'travel back out of the nuke zone to civilization, then get on a plane with your stuff again'.
To a degree its less an issue if you're a microdrone-primary type rigger that can carry everything with them. But otherwise its one of those, "sorry you spent money customizing your vehicle, its kinda stuck in your home town.' and then in general more often than not I think its fair to say any campaign involving vehicles, either used or transported on, like big ships, tbirds, passenger zepplins/etc will probably have an 'invasion/hijacking/attack' thing at some point.
Personally, I wouldn't mind if Rigger stuff got a bit handwaved for ease of use regardless of location. No idea how to 'logically' do it within reason of a setting tho.