Wow, you guys rock!

Okay so revised plot arch as follows:
The Setup
• A member of ORC hires the runners to look at the delayed reaction times of the police in poor Metahuman neighborhoods. He suspects Humanis influence but wants to let the Runners shoulder the risk in finding out. (Note: What would be a good pay out for this job?)
• The Johnson gives them a name of a former Knight Errant beat cop (an Orc) who got railroaded out fo his job when he started looking around. He used to work a couple of the harder hit ghettos. He tells them about the Humanis kids who have been hitting PANICBUTTON's in those neighborhoods.
• The Runners do some surveillance and bust the kids in the act. Facing actual hardened runners the kids will fold under interrogation and say that a member of the Troll Killer's has been giving them a weekly stipened to hit the buttons and waste the cops time.
• The Runners track down the Troll Killer that pays the kids (possible action point one, the face off with the gang). (Note: I want the players to find physical proof of contact with a low end member of Humanis here, threfore establishing a pattern with the Humanis kids from before; what kind of storage options are open that are accessible if the subject is alive and/or dead?)
The Run
• The Low End member of Humanis works for one of the local Corps as an accountant and lives in low security corporate housing. (Note: Is this appropriate genre-wise?)
• Runners bust into his home to rifle through his files, here they will find call logs (Note: Some other kind of proof?) between this guy and a secure line. I want this to be a hacking opportunity.
• Once successfully decrypted/hacked, the Runners discover the money trail leading from the high ranking member of the policlub to the low end functionary and from the functionary to the kids, and the cops. I may throw in blackmail material as well, just to see if the players go moral and give it back to the cop or keep it for themselves.
• They run down the Humanis guy at his high security compound or his office (action point 3). Here they find proof of his ownership of a dummy company that had been in the news as purchasing the real estate that th Metahumans had been pushed out of.
The Aftermath
• The players meet with the Johnson again, get paid, tie up any loose ends, and try to cover tracks/law low.
Thoughts?