Yeah, from what I've read, people either like the differences that 5e brings, or they don't. But either way, I'm glad to see that you're putting so much thought into your character creation.
Don't get me wrong, there's things I loved about all the SR systems I've tried out. SR3 had the Pools, which were free dice you could use that replenished with every round in combat. Problem with SR3 was that decking was basically sitting in a room running Overwatch while the rest of your team braved bullets & blood.
SR4 has an enormous amount of customization, and a fair number of exploitable loopholes - can you say Sensitive System, children - that hasn't been matched by any other addition. Problem with that one was that if you wanted to play a Mage or a Technomancer, it got really expensive to do so, really quickly, since you had to buy your Magic Rating (Whereas in SR 3 & 5 it was provided to you), and Technomancy was especially bad due to the cost of Complex Forms. Now, the longer you played a Technomantic character, the more absurdly powerful they became - long-game Technos could pretty much stomp anything in the Matrix flat.
SR5 dealt with a lot of the issues of the previous generations...for both good and bad. Good is that being a Techno or a Mage isn't insanely costly at start anymore, and Deckers can now travel and help out with the team. Bad is that they closed a lot of those juicy loopholes in SR4, and they instituted limits on how well you can succeed at a test (thus artificially inflating the need for Edge).