A theme that's majorly present in CyberPunk as a genre, and is lacking in SD is the trope of 'One last run.'
To put it in basic terms, it's a job that you're often leveraged into doing due to debts, favors, lifestyle tax, being broke, etc. They're high-risk, high-reward runs where some or most of the 'team' isn't likely to make it out alive, but the profits are going to make it your 'final hurrah.'
Sure, you're over the hill, you've got a faulty cyberarm, have to eat candy like actual candy to avoid cyber psychosis from old, failing wares, but you've still got your old set of dough and your heater (provided, it's a bit tight in some areas now adays.) You've been living the past few years like each was your last, but you just haven't had the balls to end it all, and now you're broke and facing homelessness next week. Time for 'one last run.'
Stepping away from theme, how I'd envision this working in SD would be as follows:
1) You organize a run with your choombs on corp XYZ, WSB, Kashflow, -whatever- to make the big chyen.
2) GMs (probably through a mix of puppets as well as yellow text) and the organizer work to verify that it's a run that's:
a. Going to incorporate a suitable amount of players
b. Going to target something suitable to the current plot/game state
c. Going to have some measure of success chance (more on this later)
d. Simply isn't "I CAN HAZ LOOT?!" in @request form
3) Monetary/itemization rewards will be implemented and granted to CORP XYZ along with a plot hook involving putting that LOOT into some form of risk, so it's not simply sitting in a bank vault/airborne/behind a retinal/etc. This also gives corps a chance to actively rotate and be involved in these plots, with character advancement and plot opportunities for both sides of the divide.
4) The run is scheduled for a time whereby there'll be sufficient player/staff representation (going to have to hand-wave this, as it's simply a OOC logistical problem).
5) The run succeeds (Hooray mixers!) or fails (Hooray corpies!), but should likely be tilted in some favor of the aggressor, since there's many layers of defenses on the corp side, and many layers of punishments/fallout on the mixer side of things. This is not to say that the success chance should be 90%, but there should be, like I said, a tilt. Maybe it's 60/40, 55/45, etc.
6) -MOST IMPORTANTLY- Nobody ever gets a lasting one-up on 'the man / big brother.' That would mean that sure, the ragtag band of mixers got away with the million chyen, but at some point, somewhere down the line, there'd be hell to pay for it. This could be in the form of teams being hired to retrieve items/liquidate assets from the victors. Maybe it's no-knock raids, with corpsec coming in with door charges and blowing off the hinges to your loot trove and totally cleaning you out as recompense. Maybe it's you getting dragged to the hall and getting chipped/tidi/banished. Maybe it's you getting cryo brainwashed into being a corpie and secretly selling out and setting up all your friends.
The important thing here, is that the THEME of the game is upheld. Sure, you made your big break, you stole that AV, gold-pressed-latinum, cargo van full of chyen, or super death-laser minigun, but you're not going to -keep- it. That's something implicitly understood when requesting the plot. You and your choombas are going to profit enough to offset the risks involved, and the inevitable death (this can probably be reimbursed by NPC puppets at a later date, since no doubt NPC's have to be involved on the mix side for these gigs) but you're not walking away retaining millions of chyen and flash loot. It's the story, and the challenge that matters.