My bughunters game spends most of it's time far from large datanets and cyberspace. But several of the characters have hacking and one of them uses it a fair amount.
The way I handle it is assign a security software difficulty (as per standard rules - most software is medium difficulty, but systems that really worry about being hacked usually have better). I have been prone to use "dramatically appropriate time" for how long the hacking takes - but a decent compromise between fun and realistic seems to be 1 minute per attempt. I do allow cutting the time or extending the time for penalties and bonuses. So cutting the time from 60 seconds (30 rounds) to 30 seconds (15 rounds) is a -10, another -10 can cut it down to 10 seconds (5 rounds), while taking 120 seconds (60 rounds) adds +20. I have contemplated adding a fast hacking talent similar to the fast fixer talent to cut hacking times in half - but not done so yet.
Other than that the standard hacking rules have worked pretty well for me. Typically all the characters want to do is access a system - and the initial hack is all that is required - from there it is just computer ops to do whatever they want. But sometimes they are trying to locate where another user is (route probe), dump another user off the system (ejection attack), or corrupt a system (corruption attack).
So all in all mostly I use the standard rules, but just ignore the bits about avatars, cyberspace, and AIs. It's worked pretty well for me so far.
Regards,