Let me ask you the same questions I asked Ray:
If you were playing shadowrun 6 with a PC, and died to one grenade toss with no defense test, would you consider that either fun or balanced? If yes, why?
Also if yes, do you consider that the same in other tabletop RPGs you play? Take DnD for example. If there was a weapon anyone could pick up, that gave you a +10 untyped bonus to hit, and killed you if you were anything other than an 18 Con barbarian, would you still feel the same?
Well, here's how I answer those questions:
1) yes, I think it would be balanced (and possibly fun, however much fun you'll have watching your character die)... assuming there were working defenses in place other than the defense test. "You die, no save." isn't fun, of course. But I'm not as convinced as you are that the chance to avoid death must necessarily be a defense test. As I said, I prefer the paradigm where you must pay to avoid death via action economy. You didn't save any actions? That's on you. You didn't have "no chance".
2) Older editions of D&D (pre-d20) had a rules concept called a Death Savings Throw. If you were hit by certain spells/effects, you could flat out die regardless of any factors outside of what number you needed to beat to make your save (which was linked to level and class, rather than Constitution). So it's not your exact scenario, but D&D grew and thrived where one could be struck by a weapon that would flat out kill you, no questions asked, if you failed your save. Having 18 constitution didn't even factor into things.
Now, sure. You're asking something
slightly but importantly different... "what about a weapon that kills you with NO savings throw?" Obviously that's bad. But the analogue for a savings throw here is expending a minor action to minimize or avoid the blast that in absence of taking that action WILL likely kill you. And yes, I'm 100% fine with that. Or rather, I would be if the minor actions weren't worded in such a way that you're essentially helpless if a second person lobs a grenade at you in the same turn.
setting aside the potential problems of one threshold to spot a booby trap regardless of the possible contexts for a viewer (it might be in plain view from one direction, but not another... and etc etc)... how should actions like Drop Prone and Avoid Incoming work when you get the potential to dodge outright? Do you remove those actions? Do grenades go from OP to not-worth-the-bother if you get both? (I think so...)
Currently SR6 has partial rules for planted explosives. How would you handle this currently?
As is. I'm saying I think thrown grenades should be mechanically handled just like planted grenades. If a grenade goes off at your feet, it should not matter if it got there because it was thrown or if it was planted there and you subsequently walked up to it. Same rules should apply for both scenarios. No dodge; use minor actions all around. That's my view on how it "should be".
Between the potential to just call a grenade a dud (for the not-low price of 5 edge, but DAMN that's an effective answer to an incoming grenade...)
Great, now every PC is hoarding 5 points of Edge at all times just in case the last NPC in the fight tosses a frag. Bang go all your fun, inventive, and cinematic cool Edge actions. Will I use two Edge to disarm that enemy as I parry their blow? God, no, then I'd only have three left, and that could be a fatal mistake.
The question of "should the GM be equipping NPCs with grenades" is not exactly the same question as "Should you be equipping your character with grenades." I don't know what kind of evil GM you expect to play with, but I like to think of myself as a cunning and devious person and *I* still wouldn't give grenades to standard opposition. AT BEST 1st wave of reinforcements shows up with flashbangs and gas grenades... if you're getting grenades thrown at you so often that you can't even afford to ever dip below 5 edge I'd submit the problem is with your GM, not the rules.
For me it's as simple as (SR 5e -> 6e)
Ares Predator: 8P -> 3P
Ares Alpha: 11P -> 4P
Panther XXL: 17P -> 7P
Frag grenade: 18P AP+5 -> 16P
Hi-Ex grenade: 16P AP-2 -> 16P
(you know I could go on at length, these are a limited number of examples)
Problem with your view is that the 16P for grenade in 5e was only valid if there are no nearby surfaces. In space, or high up in the air or something. 99.99%+ of the combats I've seen in SR have at least the floor/ground nearby. The sidebar example in the 5e CRB cites a grenade hitting a lulzy 156P. I think 6e's vision of "16P all the time, don't worry about tracking blasts" is superior to 5e's "ostensibly 16P, but potentially infinite damage" paradigm both in design AND playability. YMMV

And then the coup de grace:
Take Cover is an interrupt action you can almost always do -> Avoid Incoming means you have to save an action back (which you will then lose if you don't need it after all) and can only be done once per turn
How can anyone look at that and not think something's off?
I thought I was clear in agreeing that the minor actions, as written to only work once per turn, ARE problematic? I'd like to see either Avoid Incoming lose the once per turn restriction, or there be more options that CAN be used on successive grenades. Still... even as is without any errata/houserule you can Avoid Incoming the first grenade, Return to Sender the 2nd, Spend 5 edge to make the 3rd a dud, and you still haven't even Hit the Dirt yet. Again, if you're getting bombed in 3+ separate major actions in the same turn... either you REALLY picked the wrong fight or your GM is being a Richard. Rules can't and shouldn't address either possibility there.