Sindome is not like a traditional tabletop RPG in which you are presented with hooks custom designed for your character. It is not an adventure module that GMs run you through. There is little in the way of automated questing that you see in a lot of online RPGs either.
I mean, these things happen but they are the exception and not the rule. If you just run crates and collect paychecks while waiting for the next hook, you might find yourself growing bored.
If you want to get the most out of Sindome I suggest one thing above all others: be proactive. This means having goals and gunning for them. Ideally try to involve as many PCs as makes sense when possible.
Just pick a goal, and just think about what small thing you could do right now to progress it. Think if there is a way to do it using only PC resources or at least involving PCs. Then do it. It might take you days and it might fail but it will enrich your character’s story.
And don’t be afraid of engaging NPCs. Yes, we should always try and use player resources first but if you have looked at it through your characters eyes and the most sensible thing is to approach an NPC, then do it. Try and talk to them. Submit a puppet request.
When this step is done, reevaluate - the board has likely changed. Then think what the next best small step might be. And as you are evaluating your next step, think about how you can make it more Cyber Punk.
How does this fit in with the TV Trope I linked to above? Well, if you look at a lot of the famous Sindome characters you’ll see one thing they all have in common: They were more villain than hero. And it’s because villains tend to be so proactive that such characters thrive in Sindome.
I can’t honestly think of a famous PC that was more than an anti-hero. And to be honest, even a hero, when proactive, is going to be someone’s villain so don’t dry and please everyone - you’ll fail.
The next time you roll a character consider goals. Consider proactivity. Consider a villain, or at the very least, a anti-hero!