Shadowrun has listed prices for items, and I know that there are some items that people tend to buy whenever possible (Smartlink and a Suprathyroid Gland), but the game lacks codified classes or an expected wealth progression, so it's not a direct comparison.
Not direct one-for-one, no, but you've given us a useful point for comparison.
First, in that legality and availability vary by location and affect price. What you can buy in a mall in Seattle, and what you can buy in the literal underground of Seattle, are different; and what you can buy in Shinjuku, or in Guadalajara, are also different. SR has rules for adjusting the *actual price paid* from the nominal base price.
Second, in the equivalents of Big Six.
(1) Shadowrunners want an action booster: wired reflexes, synaptic booster, or the magical equivalent, sustainably-cast Increase Reflexes. Acting only after the opposition has acted three times is generally for chumps.
(2) ???
A weapon, but that varies perhaps more in SR than in D&D: katana, firearm, Focus weapon...
(3) Profit!
(4) Shadowrunners want some kind of damage-soaking ability. There's a long list of specific means to this end, but most PCs will have at least one of them, on a built-in, always-on, passive basis; and reinforced bones are AFAIK a go-to method. Scratch ten shadowrunners hanging out at a bar, and I bet that seven or more were wearing Armor Vest. (Assuming it's the kind of bar which doesn't welcome customers while they're wearing a full battlesuit.)
(5) Shadowrunners want improved senses. Eye implants are a common go-to for one's Perception dice pool.
(6) Shadowrunners don't want to be tracked down and positively identified. Expendable "burner" perscomps, loaded with fake SINs, are about as universal as Armor Vest and eye implants, or maybe more so. Not to mention masks.