I think a better answer would be to tailor your character to your group and campaign. If you're playing a high powered game extra IPs should be common, and less so to rare for lower powered games. A military setting almost all the soldiers and established PMC/Mercenary groups out there have some baseline bio and cyberware, with wired reflexes 1 being part of it. The militia forces of the world, comprising the greater majority of combatants, would not have wired reflexes but may use drugs in combat though. I would venture to guess that the gunny bunnies and street sams that are professional runners and been around for a little bit mostly all have extra IPs. However the vast majority of on sight security and patrols are not heavily augmented so stay in the one IP range. Drones which make up allot of security for budget reasons have 3 IP each, but often a whole facility, or network of facilities, are run by one rigger to cut costs. The QRT teams that show up if your mission goes loud may or may not have extra IPs across the board, but will most definitely overwhelm you with superior gear but it should take about 5 minutes before they get to you, depending on where you're hitting and who your GM is. On sight spirits should be the same as drones, though they're a bit less frequent.
So as far as your own characters go, you can get by fine with just one IP as long as you're careful and don't try rambo antics, your GM shouldn't penalize you for playing a "Normal" person. But those extra IPs will give you an edge in combat and surviving big scrapes.
At least, that's how it would be in my games, your GM may differ.