Own just about all of it at this point. It's all worth it. The one sheets make for a good series of intro adventures and let you seed all kinds of hooks of your own. The locations books generally have good information and a relevant sub system if you wish to use it. And the best part, you can ignore any bit of it if you wish and you aren't missing much. While the rules are largely consistent in resolution, they're packaged in easily contained subsets that you can toss or add to.
As for how cyberpunk it is... well, I'm intending to run the one shots as a way of introducing shadowrun players who have been fed nothing but runs to the punk half of the genre.
Rules wise, far easier to deal with than most. You're rolling two dice for resolution, both of which are fixed size per character and rolling against pretty standard numbers. If you can count to ten you can handle savage worlds. Generally the most difficult thing about running it is remember the order of card suits if initiative cards over lap. Cyberware as written in this or the sci-fi companion does not make things that much more complicated, generally alters a value on a permanent basis.
Compared to shadowrun it's a cake walk. Burst fire rules are mildly complicated to track ammo for, simple to resolve. Suppressing fire is almost blind simple. And that's about the limit of the built in tactical options. Building a character the difference is nearly laughable. I've made characters in ten minutes for people. Resolution mechanics are far simpler and faster to read.
Compared to cyberpunk... probably simpler? It's no harder, the hacking rules are far lighter, and I'm going to say you could get a character together faster for a wider range of intended options. What is missing a bit is the risk in cyberware, or the extent you can be cyber. But that is also part of why making a character is simpler. In play there's more dice involved, but the resolution of those dice is considerably simpler.
You can get the same feeling of cyberpunk easily, it does not have the granularity of shadowrun, but that isn't exactly a bad thing. You'll have a pulpish feel to how resilient your characters are so long as their enemies aren't carrying military grade weaponry, but if they are then you get to see how quickly the system can get lethal.
Cyberpunk is the kind of game that savage worlds actually handles pretty well. It strips out the weakest system in the game(magic) and focuses on things where it makes a whole lot of sense for there to be a relatively thin power band to work with. Interface Zero 2.0 does all of this quite well, then tacks on big mechs and limited psionics if you want them(or just want to scare players with them). Both of which manage to work surprisingly well within savage worlds compared to most implementations I've seen.