Shadowrun Missions have come a long way from their humble beginnings - this one is among the better published adventures for Shadowrun I've read in a while.
It sets the runners up with the job of tracking down a suspect for the police, a mob boss that they can't reach through their normal means. It lays out a fairly logical chain of investigation to get to this suspect, and has a hard, meaningful choice for the players at the end. It's possible the players might guess what that choice is before it's fully set up, but that doesn't take away from its weight. I would recommend Game Masters spend a bit of time thinking about the ending before they run the adventure, and prepare for the case when runners choose an option not outlined in the pre-written material. They should run with it, of course, but shouldn't be caught by surprise. This is one of those sticky situations where none of the "default" choices might feel good, so some players will enjoy thinking up alternatives.
[5 of 5 Stars!]