Suggestion: Don't change the dates on Emergence - just say that your campaign is starting in 2070. It's a little bit world-shaking, so the fact that it was in 2070 as opposed to the current year can make a big difference, such as when certain corps are involved or if one of the players is a technomancer. Ghost Cartels is only one year later. What you could do is run through Emergence, have the team take some down time to let the heat die down (maybe a run or two in between if you want), do Ghost Cartels, then if you want to catch up to the current timeline, you can do a few major runs with time to let the heat die off in between (this would have to be runs of such a nature that they'd call down serious heat).
As for the enemies, Emergence doesn't stat things for you - it just gives you a nice framework that you can slot things into that fit the power-level and composition of your group.