Great to have a bunch of accessible conflicting job hooks, with a lot of potential warmth and character (or nasty coldness) behind them - I can imagine really fun hiring scenes and negotiations, a nice blend of passion, greed, shame and pragmatism.
The feel of the bar is interesting, as are the characters that populate it - plenty of personality and motivations, feels easy to make it feel alive.
There are a few too many unnecessary details, for my tastes. What's the purpose of listing all the corpses in the water? As far as I could see it was Borg-y clutter. Similarly, the evasive street kids. Make it a guaranteed confrontation (not necessarily combat) as they protect their home and meager belongings - an obstacle and a human interaction.
It would be helpful to have all the overlapping detail marked on all the maps - the tunnel hatch marked in the basement, for example. I was losing track of where layers matched up on my first read.
The climactic hack and escape reads like it would be tense and dramatic, set to close the adventure with a bang.
Visually, everything clearly arranged and in a usable logical order, always helpful. Detail is mostly 'spent' well in the busy and interesting areas of the scenario I'd want the players to be interacting with the most too.