Right, if you SpecOp right, the enemy never gets to use their IP advantage. I really don't see the need for it in a SpecOp character off the bat if you don't want to have them (I've played 1 IP characters before that get into combat. It's not impossible if done smart.). Similarly, an Autoinjector with multiple doses can allow for several concoctions of drugs and a Pain Editor can let you mix and match as needed and be able to walk away if you don't get yourself butchered in a fight (which if you play smart you shouldn't).
Good drugs of choice are Jazz (no damage after coming down), Cram (only 6S, combined with Jazz you get the same effect as Wired Ref. 2), Kamikaze (again, only 6S, combined with Jazz you'd lose 1 REA compared to Wired Ref. 2, but you gain 1 BOD, 1 AGI, 2 STR, 1 WILL, and High Pain Tolerance 3. If you can take 12S you can spin the three together to get 1 REA under Wired Ref. 3 with all the extra bonuses listed, recommend pain editor for this.),and Zero to help deal with addiction. There are other drugs good for combat types as well, even if they aren't really IP/Initiative oriented. Betel, G3, No Paint, Oxygenated Fluorocarbons, Ripper and Snuff can all give a small advantage to different stats and skills that could make a difference.
As far as spec ops starting out, it would really depend on the characters specialty, but I wouldn't say it's not possible, just that it isn't efficient under the BP system. Soldiers have small amounts of training in lots of skills. Spec Ops have all that plus dedicated training in several of those skills and several other skills as well, but remember what the ratings mean. A 4 is considered Veteran and a 5 is considered Expert. Rating 6s are not common for any force really by definition, but the realm of extremely talented individuals. Depending on what force the character was from his Expert training could be in just about any survival, electronics, or combat areas. A four costs 14 BPs and a 5 costs 20. For 110 BP you can have 2 5s and 5 4s. Another 22 BP will give you a skill group and 3 skills all at 1. This leaves you with 200 BP for Attributes 50 BP for gear and 18 BP for contacts assuming you take equal points in Pos/Neg qualities. This is plenty to make a spec ops soldier with, just not enough to make a spec ops super soldier with.