I have to agree with AtoMaki, about the Hacking mini game: you want to keep it really short and sweet, like about 3 to 5 diffrent test/rolls that might give bonuses and penalties on last roll to see if the hack was succesfull.
Otherwhise you get the Cyberpunk thing where the decker would go on his solo adventure in the matrix and the rest of the players stood around doing nothing and getting bored, or have to play bodyguard to the decker when the corp security forces show up and start shooting at him- in wich case the GM is now running two adventures simultaniously decker in the matrix and combat in the real world. Neither of these two cases is ideal.