Akira Downed!, Lone Whisper, and Double Deal are all suggested to be a linked theme. I'd run all three of those as a linked series.
Adventure one "Akira Downed!":
Starts out simple enough, has a good use of technical skills for the player's characters.
I'd make a simple sketch or (my preference) A very elaborate local planetary space region display map showing the locations of the various ships and space objects for clarity, along with a courses plot, and the whole thing will benefit from a pre-planned timeline laid out beforehand.
The key is the midpoint of adventure one p. 11-12, where the PC group feeling threatened, might go rogue. In a one-shot con adventure, it might go badly, because players won't care about long term consequences. I'd suggest if the players choose not to take the bonus mission, then you just move on to the next scenario, with the Main NPC as a patron, hiring them for Lone Whisper. If they refuse the job, well, sorry for your luck to get such a group at a con.
I like part B of Akira Downed a lot. to get to it, you might suggest to one or more of the highly ranked pcs that they have relatives who have sufferred at the hands of similar groups, thus negating the whole coercion business laid out on p. 12.
Or, one of the members of the PC crew might be formerly like this, trying to "Clean up their act." Something more than just pay as a motivator to engage in B.
Part B will need a planetary sketch and a decent deckplan, laid out in advance.
I like the theme of the 2nd Scenario, Lone Whisper. I would remove the requirement of a psionic for part 3 of that scenario, "A Mysterious Whisper".
Likewise Scenario 3, Double Deal, seems to be okay. I'd run all three of those as 2 hour events, with pregens set up, continuing players allowed to keep playing their pc as is.
Or, run it as one single 6 hour event. Though that seems a bit long, from the con events I have run. Definitely might need mini breaks in there somewhere.
The final adventure of Anomalies is not really an adventure, more or less an extended dangerous encounter.
From the description of the threat/problem, it seems to be a bit too tough, and there should be more than two specific ways of dealing with the situation.
What it needs is time pressure, some type of countdown to motivate the PC crew to action (right now it is a case of limited options, but done in such a way that it wasn't satisfying for me as a referee), and no easy escape route (which is provided as a technical problem that needs to be solved, which more or less suffices, but seemed to me to be very simplistic).
If you were to run the final adventure, I wouldn't do it at a con. But if you decided to run it, have some experience at setting horror atmosphere, from some other games, first. Make sure there are a lot of NPCs as expendables.
This might be better done as an adventure on a lightly populated world, not set in deep space.
Typically horror games are the hardest to run unless you have excellent players, who have lots of experience, who can take on the "My PC's life is threatened / portraying dread role." Most groups in my experience, are too used to the sarcastic "Ha ha, I laugh at death" type pcs and this will make the last adventure fail utterly, devolving into a short excercise in die rolling.
All of the adventures would benefit from additional detail, plot twists and the usual techniques of foreshadowing, the end is in the begginning, and time clock or option clock.
As is, as Bill states, they are very simplistic, with Lone Whisper being in my opinion, the most fleshed out but could use more, even than what is written.
Best of luck.