Book-length adventure modulesThe
book-length adventures are like the old full modules like those you mentioned.
On the Run
99 Bottles
Bad Moon Rising (PDF)
Boardroom Backstabs: Damage Control, Sacrificial Limb
Dawn of the Artifacts: Dusk, Midnight, Darkest Hour, New Dawn
Horizon Adventures: A Fistful of Credsticks, Anarchy: Subsidized, Colombian Subterfuge
Campaign booksCampaign books have material for multiple adventures (NPCs, locations, general plot points) as part of an overarching campaign/plotline, but they are not fully fleshed out the way the book-length adventures are.
Artifacts Unbound
Corporate Intrigue
Jet Set
The Twilight Horizon
MissionsMissions is a series of PDFs that are each full modules in the same vein as those modules you mentioned or the book-length adventures, but are set up to be compatible with running a full-length campaign or two (or whatever), and they are con-compatible: So your PC who has earned karma/cash/etc. playing Missions can be used at convention games anywhere. They're also cheaper than the books, and the Season 2 PDFs are all free in fact.
Season 1: Seattle (SR3)
Season 2: Denver
Season 3: Manhattan
Season 4: Seattle
Elven Blood (PDF) is a set of five Missions, so they are full adventures. They've all been collected into one book (if you can find it)/ebook. The first run is ostensibly set in Seattle, but four take place in Tír Tairngire.
Ghost Cartels has the equivalent of a book-length module, but it also has information that would be found in campaign books for side adventures and is also a sourcebook. It's pretty much a self-contained product for an entire SR plotline about Tempo, a bio-Awakened drug. Emergence is the technomancer/AI equivalent; it has adventure tracks like Blood in the Boardroom, but it doesn't have any stats like the campaign books or full-length modules do.