Thanks for the review, and I'm glad your players had a good time. A few (almost random) thoughts in response to some of your comments:
1) The time constraint (in-game) exists because I wanted to help out with the time constraint (in real life) that most Missions adventures face: as convention games, they're designed to be able to run through in just a four hour time slot. It sounds like you and your group hit it just about right, with three and a half hours of playing time, in fact (which actually makes me smile a little, because the IRL time limit was a big concern of mine as I wrote the adventure). Running it for a home game, you
probably could have handwaved away some of the in-game time limit stuff. I'm sorry if you felt like it meant the session was rushed or that you missed out on some fun -- but since you didn't
have to keep it to four hours (n a crowded convention hall, collecting tickets and paperwork and all that), you probably could have relaxed about it a little.

I put in the in-game time limit so folks wouldn't do that "Shadowrun seizure" thing, where the action grinds to a halt and everyone brainstorms some absurdly detailed and overcomplicated "perfect plan" for a scene that can be handled more quickly and brutally. I wanted to encourage folks to go a little nuts and just have fun being more direct (and more punk and Ancients-y) than they might normally. Hopefully it was still fun for everyone!
2) Likewise, on the "pushing the envelope," one thing to keep in mind is that by default the adventure was aimed at low-end characters. Again, this is mostly due to the adventure's pedigree, primarily being a product that was designed to be run at conventions (where often folks will roll up and need a GM to give them one of the core rulebook's archetypes, or something like that). It's aimed at, really, a very low difficulty value. I wanted to make sure eight strangers, who might barely know the game, who might be running the sub-par archetype characters, could still struggle through it and do okay. For a group that's got any significant karma, or even just for a group that
knows the rules real real well, you should feel free to crank up the challenge rating a little bit. The same is true for most of the rest of
Elven Blood, since they're also all initially written for Missions play. Not every scene of all of the rest of them, mind (some are quite tough!), but it's something you'll want to keep in mind as you get ready to run the rest of 'em. Don't be scared to make it a little tougher, if your group's having too easy a time of it.
3) Just FWIW, I left the truck very exposed to matrix attack on purpose. Like you said, it would've been a chance for a hacker to shine, and they didn't get many of those elsewhere in the adventure -- so when I got the chance to, I wanted to let them be all badass and solve a team's major problem (and also do so rather quickly IRL, to keep game session time available for the rest of the group to also shine). Yours might be the first group I've heard of, in fact, that wrecked the truck instead of trying to board it and drive the whole truck somewhere! It's awful fun to me to read these sort of reviews, so I get to see how different groups try different scenes.
4) I always cry a single tear when I hear about the dwarven pimps getting rolled over too easily. *sniffle*

Every time I've run this adventure, one of the dwarves has gotten to KAPOW someone in close-combat, and each time they've been able to one-shot a PC up to eight or nine damage in a single badass punch. That hapless dwarven bruiser has always died terribly about a half second later, sure...but it's just been great to see the look on a player's face, when they remember how nasty dwarves can be (and get reminded it's not just orks and trolls that are terrifying in close combat).
Kudos again for the review, and I'm glad to hear it went pretty smoothly for you. I also hope that -- at least some of the time! -- the whole book full of adventures is fun for
you, too, as a GM. I get a little silly and funny with the text here and there, just trying to keep it interesting and light-hearted so that the GM can have a good time, too. I hope it works!
