Under runner's companion, warehouse currently has the following stats:
Comforts: 2
Entertainment: 1
Necessities: 3
Neighborhood: 1
Security:3
Neg Quality: Worse Neighbor (-1)
Since several people don't have the Runner's Companion, let me elucidate what this means. Decide what you want to change and how much you want to change it, and I'll interpret that into a new rating. Worry about what you want first, not "getting a higher rating" and then figuring out what to fill the rating with. Also, as a note, some Qualities are simply not applicable to your situation (such as "Easy-going Landlord", "Free Access", or "AI in Residence"). If you desire to get specific Qualities, please ask. Finally, be aware that, as a group safehouse, each additional person in the group after the first (Flick) will add 10% to the monthly cost of the lifestyle. I recommend a group fund for this upkeep.
SAFEHOUSE RATINGS
Comforts 2: You own some cheap furniture, from S*Mart or second-hand. You might have a single household drone to do some chores (ie, Roomba). In your team's case, walls are 3/4-height cubicle walls that separate areas from one another. The only distinct interior areas are the "manager's office" and the restroom.
Entertainment 1: A meager, inconsistent entertainment budget. You go out of occasional drinks or attend a dogfight. You might watch a pirated trid or cheap AR program on your link. At this level, Matrix access is
extremely spotty, usually piggybacking off a pirated feed or similar. In your team's case, this is exactly how it sounds.
Necessities 3: Deals with necessities of life - food, water, clothing, shelter. A comfortable home, with stable utilities (water, power), with the very occasional peak-hours brownout. In your team's case, you're heavy on the "space" aspect of this (warehouses are large, folks), and less so on the "good food and water" part. Your power and water utilities are pirated, but with steady feeds unlikely to be cut off.
Neighborhood 1: This neighborhood has some (mostly) inhabitable buildings, some shops and small markets (convenience stores and dive bars) that deal in certified cred only, and a large-ish gang or two who provide security. You probably won't be killed for your shoes while walking the streets. Police presence is minimal, and if they enter the area (after a high-profile killer, etc), they're coming in force and armed for Bear. In your team's case, you have the advantage of few neighbors to worry about...except for the ghouls next door.
Security 3: Determines thieves will have to work to get access to your place. You can feel reasonably safe and secure in your home. In your team's case, due to your minimal extant Matrix presence, this aspect does not offer Matrix security aside from the basic installed Rating 1 firewall on the node (and no IC), but you've got excellent physical security, including R5 biometric maglocks on the doors, and embedded alarms, smoke, and fire detectors on all windows, and a hidden camera (Perception [4] to spot) that covers the main door hooked to the main AR.
Quality: Worse Neighbors. Your neighbors have worse occupations than you, and they occasionally bring it home. In your case, you've got a Ghoul Den next door; they eat people.
Location, location, location: As a reference, your warehouse is located at E Lake Sammamish Parkway & 187th Ave NE, at the north-east end of Lake Sammamish. To reach downtown, you'd take the 202 west across southern Snohomish. You're about a mile and a half southeast of Touristville, Redmond. You're also just about half a mile (1000 feet north along 187th NE, 1500 feet east along 202) from The Skeleton; probably the hottest nightclub in Redmond, where every local talent hopes to perform and get picked up by talent scouts, and there rich kids from Bellevue drop in on a regular basis to "slum it".
Gang-wise, says Fuzz, you're right on the border between the Crimson Crush (Ork gang, wearing red leathers, who deal heavily in BTLs, small-time smuggling along the Lake, and go out of their way to clash with the humano-centric gangs from Bellevue. They also operate as sort of a neighborhood watch, but it ain't free.) and a sub-chapter of The Cutters - a major Seattle gang with several hundred members across the metroplex (they're a much bigger fish than the Crush, but they mainly deal in major dockside smuggling and "local security" for Underworld organizations, and don't have the time or inclination to really mess with the Crush). You're far north enough that the irradiated mutants of the Rusted Stilettos only rarely make an appearance; they mainly stay near Glow City, about 4 miles to your southeast. When they do come up, though, it always spells trouble.