woaaaaaah so much text. Setting makes me a little excited though, so I guess that helps getting through it.
Even minor character ideas in the works. Not that I'm too hopeful about this going anywhere if the current interest is any indicator, but I can't help it.
Wish there was more negative qualities though.
Three PCs would be enough to get off the ground, I think. The game I ran had four (Rigger/Hacker Technomancer, Sniper/Gunbunny, Driver/Rigger, & Melee Adept). One thing to keep in mind with Missions is that they're written to be run as convention games, with the idea that you may end up with a table of who knows what trying to get through a module. Although I don't always run the mods straight for various reasons. Games will be episodic with ~2-3 weeks in-game time of downtime between missions. It would help to have some chargen coordination to have some bases covered, but whatever. PCs would be noob runners arriving in Denver carving out a rep. The way Denver is split, there's a sort of faction score that affects the way some things play out similar to New Vegas.
Getting a good overview of options for chargen I think is the hardest part. Once you have a dude, the cheat sheets go a long way to helping you figure out how to do stuff in-game. Hell, a whole section of my GM binder is a printout of the Combat chapter.
Protip: melee generally falls short vs ranged weapons (even with the advantage of multiple IPs), if it wasn't obvious from the abundance of ranged options. If you're going to go melee, at least have a ranged option thrown in somewhere.