Agreed there should be no such restriction, though it baffles me why anyone would want to play a shoot'em up game as a corporate character. The point is, if "field work" (that is, combat) will most likely be the heart of the game no matter what, the characters that don't focus on combat (at least not on personal level) should have the opportunity to participate in it the way you'd expect them to. A solo might go in alone with guns blazing, a netrunner might go in supported by security bots he hijacked from the enemy (assuming he won't bypass the real world entirely and solve the entire thing by netrunning), a corporate might be leading a crack team of wet work specialists and so on. It is important for the game's combat mechanics to support all those scenarios.
Don't force a netrunner to dump his skill points in combat abilities and turn himself into a rambo so he doesn't feel handicapped for half of the game. After all, if the game focused on hacking various devices or being able to lie or persuade people to do what you want and your Schwartzenegger-style brawler was forced to spend a lion's share of his skill points on social/technological abilities in order to be able to progress, you'd probably find it a bad game design wouldn't you? After all, you didn't create a brawler character to turn him into a lawyer or a tech-junkie. That goes both ways.