First off. SSDR and SKF thanks. My questions are purely to provide clarity for an enhanced playing experience with an aim to increase the SR player base. I know you both have put in hours of effort online amongst these forums. If no one every says it, thanks for volunteering your time.
SSDR,
The example is more of what we need in sourcebooks (IMHO) to increase our player base. I like your numbered breakdown.
:/ The framing of two simple tests in a row, seems more like an unintentional result of poor formatting than a purposeful implementation of mechanics.
I still remain curious what the line developers thinks or what the intent was, because a Circle of Healing (Threshold 7) in 2079 wasn’t that hard to pull off, but in 2080 it is only accomplished by elites (although not hard for a PC group to figure out). Opening an Astral Gateway via Ritual (Threshold 9) is literally off the charts (Slip Streams p140)(Threshold chart below).
Was the intent to make ritual sorcery that much harder in Sixth Edition? If so, then it begs why?
IMHO during my 30 years of GMing Shadowrun, Ritual Spellcasting has never been one of my big PC problem areas, although it has always been powerful. Was it concern over the 5th edition Circle of Healing used to boost remote teams (never saw someone pull that off in SR missions play, mostly because teams are too disorganized and time is artificially short). I remain grasping at Why?, because a typo or misunderstanding seems possible.
There are zero examples (I could find) for double threshold scenarios, but I will take a crack at it.
Use case: Bear Doctor Society Circle of Healing (Threshold 7). Elite Team gets 9 hits, nets 2 hits. They go to heal a party with a banged up street samurai (essence 2) thus Threshold is 5-2 = 3 and fellow Bear Doctor Shaman (essence 6) thus Threshold 5-6 = -1.
Do you read that as?
1. Samurai heals no damage (but gets +2 dice to a non magical healing check).
2. Shaman Heals 3 boxes of damage (and gets a +2 a follow on non-magical healing check)

Bear Doctors have to compete with Aztechnology New Magic Pill Hocus Pocus by reducing the cost of healing per person.
SKF,
Agree I am not a huge fan of the errata that makes rituals cost reagents game balance wise, but at least I can picture the consumption paints, dyes, incense, chalk infused with wending dung, and the like as consumables. Totally makes watchers even less useful compared to spirits.
Thanks again for what you both do for the game.
MM,
I have seen PCs use ritual sorcery in a way the fits the game in previous editions, but as you said, rarely. The CRB could have saved some pages and provided additional examples in other grey areas. Easily could have been playtested and then revealed in Street Wyrd. Ritual Spellcasting does fit the mold of a Shaman that rallies people together vice a lone Mercenary Combat Mage. Certainly the Great Ghost Dance is plot device, but also the inherent shift in the power dynamic between oppressor and oppressed, ala Bear Doctor Society healing those they can in the Barrens.
Cheers,
Chopper
THRESHOLD GUIDELINES CRBp35
1. Simple task, only slightly more difficult than walk- ing and talking. Shooting at a nearby building.
2. More complex, but still in the range of normal ex- perience. A task an average person pulls of regularly. Shooting at a nearby building while running.
3. Normal starting point for Simple tests. Complicated enough to require skill. Shadowrunners are expected to be more competent than normal people, which is why game thresholds are based here. Shooting a window out of a nearby building.
4. More difficult, impressive enough to accomplish.
Shooting an enemy in the window of a nearby building.
5. Tricky, the sort of thing only accomplished by those who have worked on their skills. Shooting an enemy in the window of a nearby buiding at minimum range.
6. Elite-level accomplishment, something that few in the world could pull off with any degree of regular- ity. Shooting an enemy in the window of a building at far range.
7. Standing out among the elite, demonstrating very rare ability. Shooting an enemy in the window of a building at far range while running.
Notes: buying hits no edge
Norm Level: Sorcery (Ritual) 4(6) + Magic 6 = 12 + 6 (Teamwork two 12 dice pools) = 18 (4 bought hits)
PC Level: Sorcery (Ritual) 6(

+ Magic 6(

= 16 + 8 (Teamwork two 16 dice pools) = 24 (8 bought hits)
Elite Level: Sorcery (Ritual) 7(10) + Magic 6(9) = 19 + 9 (Teamwork three 12 dice pools) = 28 (9 bought hits)
9-10 hits is almost certainly physical drain (hits on seal test > magic). Drain = Ritual Threshold x 7 = 14 likely 3 - 3 (for reagents) = min 2 drain. Or bad day 9 hits -3 = 6 physical drain. 500nuyen
PC to PC Elite level, requires Aptitude (at gen) and 23 karma (pf3 = 18kp, expertise 5kp)
New Physical Adept (Aid Sorcery) batteries quickly tip the scales of getting its another +4 dice.
Thulsa Doom:
Yes! You know what it is don't you boy. Shall I tell you? It's the least I can do. Steel isn't strong boy, flesh is stronger! Look around you. There, on the rocks; that beautiful girl. Come to me my child... That is strength boy! That is power! What is steel compared to the hand that wields it? Look at the strength in your body, the desire in your heart, I gave you this! Such a waste. Contemplate this on the tree of woe. Crucify him!