While I'm a big fan of cyberpunk in general, Shadowrun kind of rubs me the wrong way. So, I've only played just a cursory amount of it (a few sessions of what was probably 4e, I think I mentioned this already). But, I am familiar with the problems that hacking introduces for an RPG. I've been keeping up with this thread, and the last several pages consist almost entirely of everyone twisting themselves in knots trying to make hacking fun, or at least interesting, at the table. I think the only good solution is to just not have it. Or at least, not the way it normally exists. Hacking should be the goal, rather than the task. Suppose you have a mission to retrieve schematics for an experimental device. The general pattern for that mission is to discover where the plans are held, infiltrate that location, defeat the defenses around the plans, and then escape with the plans. In any other setting, each of those steps involves the entire group, but for some reason in modern or post modern settings, the default is to replace one or more of those steps with hacking. It becomes something like hack emails to find out what server the schematics are on, hack into that facilty's LAN, hack the encryption on the files, hack the server logs so they can't trace it back to you. Meanwhile the rest of the group is watching cat videos on their phones, because it's more interesting that watching the hacker spend hours making hacking checks that don't involve them.
There was a suggestion a little way back that would treat hacking very much like magic, with programs standing in for the spells. Hackers would be able to bypass, manipulate, control, deceive, and damage electronics in much the same way a wizard would to the same to the guards in a fantasy setting. Maybe it's not an accurate simulation of the way hacking works, but then neither is Shadowrun. Given the assumption of the ubiquity of these devices, hackers will get to stay involved with the regular course of the game, and when a task comes up that only a hacker can accomplish, it's done in a matter of minutes with just one or two rolls rather than a matter of hours with what amounts to a private session for just the hacker.
If you want to describe the computer interaces of SR as a big elaborate VR simulation, that's fine. It's nice flavor, and it helps to establish the setting. But that should have the same effect on the mechanics of the game as describing a chest that is elaborately carved and made of exotic woods with fancy inlaid decorations. The
thief makes an open locks check
hacker makes a hacking check and then they get whatever was inside.
EDIT: The spells suggestion wasn't this thread, it was in Modern Skills: More Skills vs More Checks per Skill.