First of all, writing is coming along great. Word count is currently 14,695, which translates (roughly) into 34-1/2 pages in MS Word (of course, that's single column, not double-spaced, and with mild formatting; page counts have a tendency to vary dramatically).
Right now, the book consists of...
Chapter 1: Mega-corporations
I have 8 mega-corps detailed so far, each with a broad overview of the corporation and its industry, its corporate culture, and how it fits into your game from both a GM's and a player's perspective. Five of the mega-corps are from the Psi-punk core book, and three of them are brand new: Die Oberbank (a Swiss bank), Kojicorp (a Psionics and Magic research company from the Asia-Pacific Union), and Nuevo Horizonte Médico, one of our fantastic contest entries.
Chapter 2: Cartels
This chapter is still undergoing a lot of tweaking. Original plans were to detail different types of Cartels (Drug cartels, Ghost Cartels, Weapons Cartels, and Trafficking Cartels), but I'm currently trying to decide whether or not to ditch the classifications because, with the exception of Ghost Cartels, most of the other cartels really deal with a wide range of criminal activities.
So far I have only 5cartels detailed: GhostSec, Neurotech, and Legions of Death (all of which are Ghost Cartels), The Cabal (a contest entry) and Fantasma Biotécnica (a contest entry).
Chapter 3: Gangs
This is the one I spent the most time on today. I'm up to 11 total gangs, each with a different theme. We have traditional street thugs, gangs that deal in black market magic, a group of body-modded ravers with a criminal mastermind at the helm, a political extremist group, and even a gang of pirates in the Mediterranean.
In addition to individual gangs, I provide some examples of how to implement them in your games -- again, both from a GM's and a player's perspective. Finally, I provide some general statistics about NPCs within the gang, including what some of the common members may look like and what the gang's leaders may look like from a game-mechanics perspective.
That's what I have planned and written so far. The goal of this book is to be a setting guide first and foremost, so I am not planning on tossing around a bunch of Gifts and Faults or new equipment. There are a lot of potential adventure seeds hidden throughout the text, and still more which are explicitly spelled out for GMs.
So that's where the book stands today. I do not have an estimated release date yet, but I hope to have more progress to report next week. In the meantime, if you would like to see anything in the book that hasn't been mentioned here, or if you have suggestions for other organizations, let me know in the comments!