Simplified Adversaries
Assigning characteristics and skill ranks to adversaries can sometimes be time-consuming. In the Cypher system, adversaries are defined by a single target number that PCs must roll to succeed at any skill check against that adversary. That target number is then modified when the adversary has some special ability or weakness. This approach makes NPC creation very quick and focused(I find it cuts the process in about half), and minimizes bookkeeping.
For a typical adversary, you only need to record a small amount of information: the adversary's difficulty pool, its soak, and its wounds. You can give the adversary gear, which I recommend keeping to a minimum. You can also include "modifications," circumstances under which the adversary's difficulty pool changes.
An example statblock for a simple adversary:
The two purple dice next to the merchant's name indicate his difficulty pool -- this is the difficulty PCs roll against for any tasks relating to the merchant. Invert it (change purples to greens and reds to yellows), and you have the pool the merchant rolls for any of his skill checks. Modifications indicate the merchant's difficulty pool for merchanty things -- the merchant is an average human overall, but is quite skilled at tasks related to his profession.
More complex adversaries also make for easier bookkeeping. This is the Blitzer (adapted directly from Numenera):
Rather than having to track six characteristics and as many skills, you just worry about the one difficulty/skill pool. If you expect the Blitzer to be around for more than one scene, you can include additional Modifications as you see fit, and there's nothing wrong with changing the difficulty pool on the fly for certain tasks when it makes sense (if, for some reason, the Blitzer had to make a Computers check, it probably wouldn't make sense to roll ⬢ ◆◆ ).