To be honest, I've been playing in a campaign with the Community edition for ages, and it's just superb. SO much better balanced than the original two editions. Techno is less overpowered, and Muscle is actually worth taking.
For running your campaign, as mentioned above stick with the core rules to begin with, and bring in outlanders later. BUT... there is quite a few really useful tables in outlanders.
One is Treacherous Conditions, which you might want to allow people to start using after they've played every scenario in the main rulebook, just to keep things fresh. If one side wants to play with
TC, both have to - and it can completely change the dynamic of the game, making the upper levels inaccessible, or the ground floor covered in sludge, etc.
Another is the leadership challenges section, which your players may well need after just one game! it's a straightforward guide to what you do if any of your gangers get better leadership than the Leader, and too big for their boots...
And the last one I imagine may be a godsend for you, which is the Campaign Events table. Roll up a new event every fortnight, and let all your players know the result, and it brings a linking narrative to all the games if you just add a little imagination