Let me second less-lethal weapons. I don't have my CSC handy, but I've created a variety of less lethal methods for other game systems.
Less Lethal Weapons
Conductive Energy Weapons (Tasers and Stun Guns)
Shock administering gloves (Shock Gloves) - stun damage
Dazzlers (lasers that pulse in such a way to trigger massive dizziness/vertigo and maybe vomitting... had a friend in SF testing these.... you have to be short ranged and ideally the bad guy doesn't know you have one so he isn't expecting it.... harder in those cases)
High power lasers - they work on unprotected eyes and that includes face masks with no polarization, vehicle windshields, or even airplane or helo windscreens and they can blind temporarily or permanently.... imagine trying to land without sight... (this might actually NOT be less lethal so maybe it ought to be considered a straight up weapon)
Microwave area denial emitters (which can be mounted on vehicles for mobile 'kettling' manouvers)
Stun staves/battons (longer reach than a pocket 9V stun gun)
Net launchers
Predator-style Net launchers (where the net tends to pin you to whatever was behind you and then the anchors activate and start cutting into you)
Solifoam - Dispensible from something looking like an Aliens Flamer Rifle or a vehicle mount with a tank - produces a lot of foam that expands ludicrously fast and hardens as fast (but does not prevent breathing) (saw this in some DARPA demo) - aka 'Web Spell'
Baton launchers - from 10-ga or 8-ga shotgun or from a rotary mag baton launcher (stun can ensue and it sure causes blunt trauma)
Wax or Rubber Bullets (noting the Rubber bullets can still kill in extreme cases) - for lower tech
Stun grenades - some as small as a plum with very limited ranges for very close counter-terrorism / hostage rescue purposes, some much larger
Paintball guns dispensing Oleoresin Capsicum as an airborne suspension (affects breathing and sight if not protected)
Vomit agents (in grenades or other dispensers) - the nastier cousin of CS (tear gas)
Sticky foam - sprays from vehicle mount or backpack mount sprayers or could be fired from an auto GL to explode at a set distance (like cannister detonating) and covers groups with strands of very adhesive threads that are very hard to cut or remove without the special dissolver chemical - you may get a step or two in or reach for a radio... and your feet and hands stick to you, to your gear, to the ground, then you fall down, then you are really stuck and if any or your near buddies bump you, you form a big snafu together
Binary chemical agents that when combined trigger a toxin response (from paralyzation to you croak...) (could be less lethal at the low end, definitely lethal further up the nasty scale)
EMP effects to stop vehicles or robots. We are getting good with building small EMP generators and that's at TL 8-9 at most. They can be mounted on vehicles or setup as mines. They may also burn out exoskeletons, augments and computers. And if you are unprotected by shielded armour or in the open... and close... the EMP can knock you out (maybe at worst case kill but that's be rare)
Flashbangs - blind, deafen, stun
Stingball grenades (throw out large rubber marbles at high speed to cause a lot of bruising/blunt trauma) on the unprotected
High volume sound projectors - bust ear drums, put people down from the pain
Also, the 'Havana' machine - doing invisible harm at a distance (presumably ultrasonic, but I don't think anyone is sure - headaches, dizziness, etc.
DoorLock shotgun shells (or GL shells if it came to it) - used to blow off door hinges prior to entry (used for fast dynamic breach-in-stride moves) - usually a special shotgun with maybe 4 rounds but could be up to 8 or 10 depending how short you want your shotgun, GL rounds would just be larger versions (Commercially Shock-Lock or Shok-Lock or some such)
Hooligan Tool - specialized entry tool that 1 or 2 assaulters can use to pry open even fire doors... wedge on a long bar
Door Knocker - Large, heavy steel ram that can be sized for one or two strong people to knock in doors (but doesn't work great on steel doors with the right door frames - for those you need a Hooligan tool or demo or maybe thermite if you have time to setup) - at higher tech, it could be *very heavy* in the last part of the sing with grav support or it could be light during the run up and the grav turned off once the swinging starts to increase mobility
Rampart style riot shields - the big ones a cop can hide behind and fire through either a peep hole or to rest a sidearm or carbine and fire around the edges, not just what your riot cops carry these are heavy shields used by SWAT expecting heavy opposition from the outset - these too could be grav at higher levels
The foam, chemical, stun, and nets can be setup in sentry turrets as well for automated non-lethal responses. They could be triggered by trigger plates in buildings in order to accomplish area denial. Bots equipped with projectors of various sorts and launchers or GLs with less lethal rounds and some armour and sensors/tracking ... that can beat up PCs without killing them outright... most of the time...
Psi weapons
Consider that a psi-helmet can block a psionic effect which means that there is a clear interaction between electronics and psi AND we understand it (or we couldn't build those helmets) so...
Tools for psi-able individuals (probably worn) to amplify psi (or reduce the burn rate of psi power use)
Weapons that are harmless to the rest of us, but can cause harm (define if you want less-lethal or more lethal) psionics that are hit by them (I can totally see this being done in the Suppresions)
Area field that can mess with psionic powers
Area field that can interfere with the defensive capability of psi-helmets to partly or completely neutralize them or burn them out
Other
Utility laser: Pointed like a flashlight, a continuous laser with a variable lens setup that allows it to be from wide angle normal flashlight to limited long range bright spotlight to invisibly small aperture and in that mode, it can be focused on one spot to burn through (like lock) or used like an arc welder or plasma welder to cut through material and in close combat (under 20') it can be swung as a slashing weapon that can hit multiple targets and hit multiple areas on a target in a slash. The latter mode eats battery fast, but you can probably get through one encounter with it. Using it as a flashlight could give you 48 hours or more at higher techs. (No, I'm NOT calling it a Niven Laser Pointer.
Assault slings: SF and SWAT use these to make really fast transitions to secondary (sidearm) when the mag empties on their primary. As a friend of mine who as an assaulter says: "If my primary goes dry, I need to transition because reloading in a room clearance is not fast enough. Even for sidearms, you often don't even use front sights, just the natural pointing dynamics of the sidearm because you are moving fast, ranges are often short, and reaction time must be as fast as humanly possibly while not missing the shot. If every target in the room isn't dead by the time my primary and secondary are empty, we've really f***ed up...." The Assault Sling lets you drop your AR and or SMG or whatever and it'll hang in an accessible but not in the way attitude while you draw and engage with your sidearm.
Bots
SWAT would use a lot of bots and drones for recon, EOD, and leading entries (to take the fire and to carry heavy shields or rams) [ PS Trivia fact: What's the most at risk assaulter in a room clearing? Number 3. 1 and 2 usually manage entry before the bad guys realize the jig is up and get lined up on the door. Even waiting for cops, the first guy can often get in and most of the time the second before the enemy react and fire. The third and fourth guys may well come into a hail of fire.
Search and Rescue and Fire Response Units would use bots of different specialized types.
SF would use bots like big Dog or Mule but more refined and with a lot more speed, safety, etc.
Trauma Tubes: Stuff a dying guy into one of these, flick on the power, he gets instant cryofreezing and the grav module attached can either be easily moved by troops or attached to a vehicle with a teacher. They can also be autonomous and return to a medical aid station and give the staff early diagnostic info and if it links to a medical comp at the clearing station, by the time the tube is parked in a slot in the med bay, they'll know what they are dealing with (and any bay would immediately offer ongoing power so you can keep the injured person from having to wake up prematurely).
Rescue Tube: Trauma Tube, but add some armour and opticam and a couple of single shot flare and electronic decoys in case the bad guys shoot medical gear. These tubes can come out, hover over a patient, open the bottom bay doors, land over the patient, prepare them for transit, close the doors, lift off, and get back to the troops and the medics quick (and they move fast and evasive to a point and have enough armour to stop most small arms and most light support weapons). They are expensive.
High tech climbing gear - say 'pseudo-spider silk' with a wand style launcher which will pull you up quick once the head secures itself to a wall or other surface it was shot at.