But in the event you don't watch the video. Every system I've tried it comes down to this. Either it's an entirely separate game where others don't get to contribute. Or it comes down to a die roll or three. In either case, because it hinges on a single character, there's a good chance they fuck it up and derail the whole game.
So, let's say there's a car chase. If it's just a drive check, the driver doesn't get to feel like the transporter. He just makes a couple of rolls and that's it. If there's detailed chase rules, then the other PCs are doing basically nothing while the mini game plays out. And in both cases, hanging the session, or even the campaign, on a single point of failure is just asking for a nat 1 or 2 and suddenly the car slams into a lamp post. The villains get away and the game is basically done without heavy DM interference.
4th Edition was the one where more than any other version of Shadowrun this issue was addressed. The classic example was hacking, where formerly there'd been the problem of the rest of the party having nothing to do while the hacker went on his virtual dungeon crawl; and vice versa. In 4th the Matrix and hacking were beautifully integrated into everything else and the artificial division between rigging (piloting vehicles by jacking into them) and hacking was lifted.
4th Edition was excellent for allowing people to blend concepts. Especially if you went Samurai who could usually specialise in at least two things - be a stealthy melee fighter, a melee sniper, a stealthy security specialists. Everything is point buy so if your concept is an assassin who is excellent at infiltration and also knows how to hack security systems, you can be that. And you can be that pretty well. Even Physical Adepts who by design had a fairly narrow concept could go in all sorts of ways - be some gun-fu John Wick type or some Tibetan mystic. About the only ones who really were forced into extreme specialisation were Technomancers but they were a stupid concept that any right thinking person banned from their game and their setting.
Seriously, if you're looking for cyberpunk but with a really robust and scalable rules system, Shadowrun 4e is it. Shame to ditch the magic and the setting but nothing says you can't just take the parts you want.
Of course the grognards from 3rd edition
hated 4th with an incandescent resentment. And when Catalyst Game Labs screwed over the people who'd created 4th and were facing mass walkouts of their freelancers, the grognards leapt in willing to work for head pats just for the chance to change the term Hacking back to "Decking" and to say that WiFi no longer existed. The world might have moved on from the 80s, but they'd do anything to keep Shadowrun there.
And like
@p1138 referenced with the comment about "limits", they insisted on introducing "fixes" for things that had only ever been their inability to properly understand the rules. I say inability, unwillingness is more like it. I'm not exaggerating when I say there were people there who
hated 4e. In a real, heart-thumping, face-going-white sort of way. I've seen people that angry before, but never over a fucking TTRPG rule set. CGL screwing over the people who wrote 4th (and they really did), was the best thing to happen to some of these people. They were willing to work for free just to revert things that 4e had done like introduce WiFi hacking. It was mental disorder.
And Shadowrun 4e doesn't have classes. You should trust your fellow Farmers. Not some weird YouTuber guy who doesn't seem to have really played the games he's criticising.