Since I had some spare time, I decided to map out a scenario for 'default' combat: Facing 5 SWAT members with Predators.
Let's look at an Ares Predator with APDS: 8+(1+)P/-5, with 1 net hit for all following averages.
F: Face at a party: Let's say 16 soak dice (Body 3, max armor tricks for 13, no armor/soak augmentations).
S: Augmented char: Let's say 23 soak dice (Body 3, Armor 12, BDA4, OS4 = how my char was built once).
T: Tank: Let's say 38 soak dice (B6, A24, +8 from augmentations).
F: Average 5.33 damage, 47.26% chance at 6+ damage, 0.14% chance at 0 damage.
S: Average 3.06 damage, 10.17% chance at 6+ damage, 10.76% chance at 0 damage.
T: Average 0.34 damage, 0.13% chance at 6+ damage, 82.12% chance at 0 damage.
SR6, Ares Predator with Explosive Ammo = 4+(0+)P damage, let's still assume 1 net hit (even though a tie also hits) for 5P.
F: 3 soak dice
S: 7 soak dice
T: 10 soak dice
F: Average 4 damage, 29.63% chance at 5 damage, 0 chance at 0 damage.
S: Average 2.67 damage, 5.85% chance at 5 damage, 4.53% chance at 0 damage.
T: Average 1.77 damage, 1.73% chance at 5 damage, 21.31% chance at 0 damage.
Everyone except for the superheavy-armour people went down average damage-wise.
Now let's look at how we'd handle 5 grunts firing at you:
SR5: Attack at -0, -1, -2, -3, -4 defense dice. Need 1 net hit to hit.
SR6: Attack at +2 attack dice. Needs to at least tie to hit.
If we assume you face Organized Crime, they have 10 offense dice in SR5, 6 in SR6. Let's assume in SR5, you'd give SWAT the same stats, in SR6 they're their own PR so they have 7 offense dice, and 5 grunts combined adds 2 dice.
Let's look at defense pools Low: 6, Decent: 10, High: 15, and see what the chances to get hit are (we're ignoring damage numbers for now, since to run the full math would be more a nightmare). Remember that in SR6, ties hit:
SR5 L: 10 vs 6/5/4/3/2 = average hitchance 398.13%, aka 79,63% per attack.
SR5 M: 10 vs 10/9/8/7/6 = average hitchance 267.33%, aka 53.47% per attack.
SR5 H: 10 vs 15/14/13/12/11 = average hitchance 184.89%, aka 36.98% per attack.
SR6 L: 9 vs 6 = average 79.44% hitchance
SR6 M: 9 vs 6 = average 53.29% hitchance
SR6 H: 9 vs 6 = average 25.90% hitchance
So damage numbers from highest-damage Ares Predator are down for everyone except the tank, variation is less so less 'bam you're down' odds, and you only face 1 attack so you face roughly the same average hit chance but only 1 attack instead of 5 in SR6. In other words, if you face a large group of grunts, survival rates against focused fire are much better in SR6 than in SR5.
In SR5 we could add partial cover (+2 dice but ties hit) and Full Defense (depending on qualities +4~+9), in SR6 we can add cover II (+2 dice, ties already hit) and an evade action (depends on your Athletics skill, so 6 an option for specialized chars), but by then you're also going to be facing higher pools eventually so I'm not going to bother mapping that out.
Furthermore, we could include burst fire (wide bursts ruin defense pools in SR5, no such mechanic in SR6 yet), or bring out the Ares Alphas (3.33 damage extra if we ignore full-soaks scenarios, vs 1 damage extra) and Barretts (+5.67 damage vs +2 damage), which were basically 'how do we hurt the tank' solutions that ended up having a good chance at one-shotting any non-combat-heavy char.
All said and done, I think SR6's solution of cutting out armor and reducing damage numbers, is in fact a less-lethal system. The reliance on net hits is much bigger too, due to far less variation on the soak results. And any kind of large group will be far less lethal due to the grunt combined-attack rules.
I understand some people want armor to have more impact, but I wouldn't throw that into the soak rolls, exactly because the current balance means you can have a non-optimal character actually survive a few rounds of combat now. Me, I'd start employing armor boost on resisting any contact toxins instead (after halving Toxins, since Toxins/Hardened/Grenades got missed in the lethality nerf).
Anecdotal: In SR5 I had some crooks with Alphas focus fire on a Troll who wasn't a Tank but a scrawny 'I 2-hit a Roadmaster' instead, all three attacks hit him and he went unconscious on the third. In SR6, he'd only have taken the one attack and still have stood as a result. Nevermind that keeping more defense dice might have helped him evade, and lower damage numbers also would have helped his defense odds, so even attacking 3x instead of 1 grunt attack would have improved his odds.