I wanted to give some ideas/suggestions as general feedback from someone who just went through the game for the first time.
1) Archetypes should indicate a degree of difficulty to them
Some archetypes are going to be harder because of skills and stats than others. Whether it's because you don't have the skills you need, or can't get the equipment to do what you want, giving an indication on the degree of starting difficulty might be a really good idea.
2) Setting Player Expectations/Goals
There were two example in OOC that were really good. People make a decker expecting to be Neo, or want to be a gun toting Pistolero and can't out of the gate. There's nothing wrong with not being able to do those things, other than the expectation of making an archetype is that you are going to be that kind of person. The suggestion I got was that by making a character to an archetype I'd be able to actually do those kinds of activities. I think it would be great to in addition to the degree of difficulty have some beginning, middle and end game goals/expectations. They can be generic, but would help square expectations on what you might be doing to start. Giving people some goals to shoot for lets them know that this is a possibility in the game and they also know they kind of gameplay they should shoot for. That's not to say they have to do those things, but for people who have no idea what's going on (like me) Something like: Beginning - Find a gang, identify leaders, get in good with them. Middle - Protect your turf, participate in gang activities. End - Become a leader in your gang.
3) Perhaps giving people an idea that there are individuals who's job it is to help immies.
The basic premise I got when starting was trust no one. Additionally, the first person to help me apparently had a bad reputation on SIC and I was told not to trust that person. My first week I spent trying to figure out which people I should take advice from and who I shouldn't. FOIC has a whole new meaning when you get told things that don't square up to what you see in game. Being new, you don't have the experience to know that some people are supposed to help you and I ignored some advice I should have taken just because I had no idea who I should trust or not.
4) Be really careful on OOC chat when talking about what people should know or not know.
One of the comments when talking on the Reddit thread was that "if you can't do X in the first 10 minutes you're a moron." I knew that wasn't directed to me, but I'm still not sure how I would do X in the first 10 minutes :( Thankfully, I know the voice and know they're a fun person and we chatted about it. Had I been in my first few days I might have come away with a very different opinion. Things which are obvious to you because you've played a while might not be to someone else, especially someone new who is trying to read and absorb everything.
The last part is something I'm not totally sure of because I don't have the experience to judge it, but just feels wrong to me.
There is a way to make money in Red that can be done much easier once you figure out how. (I don't know what I can say IC/OOC here). So the good is that I could make some progress once I figured that out. The bad is that I missed out on the stress/excitement/challenge of having to 'scrounge' to make that progress. It's kind of like the ease of doing things one way was taking me away from the elements that would get me more involved in the challenge and RP in the Mix. I don't know if it's good or bad, by design or not, but I'm sure I'm not the first to notice. As a character, the thought was... "I'm going to go do that thing that rarely works out... why?"
But by me (and others) doing things the easy way, that probably removed some RP opportunities that other players in the Mix might have had (either by helping or hurting). So what's my point here? I guess I feel there should be either more reward for doing it the hard way, or more risk/consequences for doing it the easy way. Like the people in the Mix are far more grateful they get some basic commerce done while other people have alternatives and do this because it's cheap and easy.
Love the game, love the dedication of the players and GMs who make it so cool. Just giving some suggestions from what I saw on how to perhaps address some of the things I found difficult as well as what the OP on reddit said.