Problem 1: My players are SUPER uncreative with all their plans. By that I mean we have a magician and a technomancer and the whole time all they did was shoot. They don't always understand the rules and I tell them constantly that its perfectly fine and they need only ask because the rules of SR4 can be complex but they dont ask or try to do anything.
Well hullo there!
Although I cannot relate to the entirety of your post and the concerns you have therein raised I can, however, relate to the bit I quoted above.
I've come across some situations wherein players old and new alike have been frustratingly "slow" as to come up with ideas on what to do. To me, and in hindsight, it's mostly a situation where unfamiliarity with the game world is at the core of the problem. Your players will need time to grow comfortable in their alter-egos' skin, and understand what the setting and game are about. Until they do, I would highly recommend you take the lead in this respect and toss unto them a few pointers and cues -- you'll need to "teach" them how to Think Shadowrun.
What's super important when you GM is to minimize "downtime" when there's nothing going on. It's up to you to keep up the flow of things and supplement enough material to help them moving forward (without necessarily solving everything for them, but give them pointers, adapt the situation to suit their needs (for now anyway)), even if a published piece of module doesn't necessarily hint that you should nor precisely how you can go about doing it. It's a skill you learn through practice and trial and error.

Ways to do this include:
Being descriptive of the environment so that the players can see (and feel, and taste and smell (ew)) what's going on around their characters. Giving them details here about things that may be important for them to pay attention to might be a good approach (later on, you'll want to try and not be too obvious with where at you want their focus to be on though!).
Creating situations where their characters can "see how it's done". Now, I'm not at all a fan of NPCs that take the spotlight away from the players and that's not at all to what I'm referring to. Rather, say, in places they go, and with people they meet, have someone in the background deal with a situation your players find problematic. Like, a little side-story that's going on nearby that doesn't necessarily include them (and so, you can't make it terribly important, but it's a useful tool, I've found, to be demonstrative about how things can feasibly be tackled by characters peopling the game world).
A good way to give hints in-game is by creating a "support system" for the players. Have their contacts preemptively contacting them, for example. Asking small things from them to do, favors and the like, so you can help your players develop their SR skills before tackling a full-on scenario.
In time, I'm sure you'll find what works and doesn't work for you in this respect. Don't be afraid to try things out and your players will likely take that as a lead to follow after.
Good luck and have fun!