Really depends on what style of game you
and your players want to be playing.
If you lean toward the pink mohawk style of play and that's what everyone wants, then go for the less tedious don't really worry about it method. It takes a way a few key aspects of the game, but makes things feel more last action heroish which is right in tune with the style.
If you lean toward the black trenchcoat spectrum, I suggest keeping track of it and encouraging your players to keep track of it as well.
I personally dislike the glitch method, because 90% of the time I'm using a smartlink and I should see the ammunition ticking down. Then again, I prefer a more trenchcoaty game most of the time.
Here's a few links to show how the Deadlands sheets were done:
Hell on EarthWeird WestI can't find the older copy of the Hell on Earth one, but it used small bullet outlines that perfectly fit the smaller sized paper clips instead of dots. That one never made it to print though so its ridiculously hard to find.
Other things to keep in mind if you design your own sheets and intend to use paper clips with them:
A.) You can use both how deep the clip is into the sheet and the length of the sheet for 2D tracking instead of just straight lines.
B.) You can use different colored paper clips to mean different things.
C.) There are many sizes of paper clips so design for the one you want to use.
If you notice on the DL sheets the wound key lists colors. That was for using different colored clips to track damage to locations so you didn't have to constantly write and erase your damage and wear out your sheet. I can see a similar system being used to track damage along the bottom or side of an SR sheet with colors representing the track (example: Red = Physical, Green = Stun, Blue = Matrix, etc.).
Since Ammo counts vary so significantly in SR, you might be better off just doing a few ten or fifteen round outlines and having different colors act as a multiplier as well (example: grey = x1, yellow = x2, green = x3, blue = x4. On a fifteen round track you could track anything from a fifteen round Predator IV to the sixty round Supermach 100).
Last note, makes sure to use colors that are available if you use this route. It would suck beyond belief to use purple and realize that you can't find purple paper clips to save your life after printing twenty character sheets.
On to the other bit, keeping track of player's ammo as the GM can be frustratingly difficult at times. Not because of the information, you know what the players are doing, but because of the space needed on paper to write and rewrite constantly. When I bother with it (depends on the game and style I'm running) I use something very similar to the above method with colored paper clips.
First, I get some thick posterboard or cardboard. Then I cut it into a polygon with a number of sides equal to the number of players plus three or four (this will let you keep track of extra NPCs, drones, etc easily too). Tick off marks for a ten round or fifteen round track, whichever works best for you, and devise a multiplier table like the one in the example above. Now tracking ammo is a piece of cake. Just add character names (or numbers that you assign to characters each session) and you're set.
If you want to take it even further, you can add in slots for common ammo types too. In SR 3 I had Ex-EX, Gel, Norm and APDS on all the sides. I usually do this as a depth slot to make the entire finished tracker a bit smaller, but again use what works best for you. This lets you easily glance and notice what kind of ammo the character has loaded if they aren't paying too close attention (nothing like watching a guy put fifteen rounds into a lock in partial light only to realize he isn't missing but is using gel rounds

).