Well, here's my personal guideline for availability.
Non-lethal gets no restriction. (Pepper spray, tasers, etc).
Lethal gets Restricted for pistols, rifles/shotguns, and burst-fire weapons.
Big baddaboom, full auto, and "Cop Killer" ammo gets Forbidden.
Avail - is everywhere, like a club or a knife.
Avail 2 is virtually everywhere.
Avail 4 is a little hard to get.
Avail 6 is hard to get... if you don't know somebody, you're gonna have to get on a list and wait.
Avail 8 is as hard to get as most people can manage. 320 BP characters often get this as a starting cap, for instance.
Avail 9 is simply out of reach for most non-Shadowrunners. The move from 8, where you can track down a guy on a corner if you work at it long enough, to 9 is, essentially, getting in with black marketeers or crimincal syndicates instead of gangers. This is a HUGE step.
Avail 12 is cutting edge for starting Shadowrunners. Some milspec gear is here, most security-grade gear is here, and highly illegal things crop up at this level, like CYberdecks or mind control spells. You not only KNOW somebody, but you know them WELL to get this kind of access.
Avail 16 is where most Milspec stuff is and where you see some smoking hot releases that most people won't see for months. VEteran Shadowrunners play at this level while standard 'runners hope to get there and rookies dream about it.
Avil 20 is prototype stuff, or elite special forces supplies. You simply can't *get* a Sioux WIldcat gun unless you're looking at this level. This stuff is RARE and extremely hard to get. Most Shadowrunners will never see this kind of thing, unless they're briefly transporting it from one area to another.