Of the more recently introduced contacts I would consider the Graham Easton storyline in Steel Canyon the masterpiece. I try to get this one in on every character from 15 through 24. He is a walkup contact, requires no introduction, and immediately gives you his story line; that's all he does. Nothing is hidden behind street hunts or security chiefs.
The mobs (Tsoo) are interesting and consistent. The storyline makes sense and is mostly free from padding. Several missions can be milked for XP or beelined to objectives at the player's options. I have not run the last mission on anything more than a 2 person team so I don't know how well it scales, The story line has repeatability in case you want your choice of temp powers and badges, of which there are two alternatives for each, and contains a moment of decision that your character can play out in character.
It also avoids the flaws in some other recent material. The maps are useful, unlike some you see in Admiral Sutter, Apex, and Tin Mage. You are not constantly being left wondering where to go next and how to get there. There are no floor funks and nuisance mechanics to avoid, like there are in Sutter and Apex. Given the amount of funks and glows players can put on the floor, these are never a good idea. You can remain in melee range of all the mobs, and are not constantly being sidelined. There are no Arachnos, Longbow, IDF, or Neuron clockwork mobs in the missions; those are overused and monotonous.
EDIT: The Shauna Braun vigilante contact in IP shares many of its virtues as well.