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And, unfortunately, some simple attempts to "fix" this can lead to other problems. For example, if you tell the game to skip the enemy's first turn, then sometimes the PC will get to have two full turns before the enemy can move once. That's less frustrating than ganking, but also makes combat less challenging and fun. Lots of variables play into it, like timing and whether you're in the middle of moving and whether you have any followers. There isn't a single solution that always works (at least that I've found), so different approaches are needed depending on how the fight starts.
I definitely agree that it's an area that could be improved. If the rumors of a new official expansion are true, then I'm hopeful that new editor enhancements will make it easier for UGC creators to specify which side gets to take initiative in a fight.
Like Cirion said sometimes that results in a double turn for the Shadowrunners anyway which is just as bad in some ways. The most reliable way I've found to work it is to have enemies on a nuetral team and then change them (Actor->Change Team trigger) to a hostile team when you want the fight to begin.
Changing hostility of existing teams is less reliable in my experience.
In the end, the game engine is built around enemies being hostile at the start of a map (and forcing turn mode from the get go, which can be onerous on larger maps). Deviating from this to make fights more interesting or make scene travelling faster is where problems arise.