Why that got me a cadre of smites, IDK. Hard to keep track of who I might have offended with so many threads.
You too? My rep dropped ten points today and I have no idea why.
Anyway, back on topic...
Since I started GMing again recently, I've found that the powers of summoned spirits can be rather annoyingly powerful. If you've got a summoner in the group, then you need to be prepared for the possibility that they might use spirit powers to do things that they themselves would not be able to, and throw your expectations for how things will go completely off.
In general, magicians can be rather potent (although if they make themselves vulnerable they can expect to be torn to shreds by a street sam), so if there's a magician in the runner team then you should giving any
serious opposition some degree of magical support to counter them.