Since I had a hand in writing this book I can state with some confidence that it is not just a reprint of Virtual Realities 1.0 and 2.0. While obviously a lot of the material is the same, you'll note that there are tons of small (and important) changes to the rules since VR2.0.
For example, while the programming rules are essentially identical to VR2 there are important changes such as the removal of Task Bonuses (which in the end makes programming take LONGER then it did in VR2) and replaced by TN modifiers. There is also an "programming plan" rule that should be familiar to those who have used the surgery rules from Man and Machine.
Other changes include an focus on the normal uses of the Matrix, new satellite and cellular decking rules (although FASA did add some pretty bogus "decking satellite" text to maintain compatibility that I think is completely unrealistic) and a streamlined cyberdeck construction system (which unfortunantely still requires years of game time to build from scratch). The Otaku rules are also give a BIG boost but at the expense of long-term viability since they begin to lose their powers past a certain age.
Another focus is on the "average user" as I mentioned before, and while non-DNI cyberdeck users are still pretty limited there is a lot they can do now, especially with the helpful Information Search rules.
Knowbots also get a reworking and there is a new type of smart frame called agents.
In short its a top to bottom reworking of the VR2.0 rules with a sprinkling of VR1.0 updates. Combined with the setting material in Target: Matrix (now out if you can somehow find it on Amazon..) you should be good to go. The Matrix material is now FAR more tightly integrated with the rest of Shadowrun, as you will see in future supplements such as Rigger 3.
So have fun, and tell FASA to get rid of Sparky IC! :)