Isn't that funny? I loved the clarity of the rules - except for netrunning, that was incomprehensible.
That being said, my group still plays heavily modified 2nd Ed DnD with a massive emphasis on RP, so we're a little odd.
Netrunning is the one thing I did a major overhaul of.
In my games the runner writes a one-off icebreaker to perform the task they want it to do. The difficulty is based on how secure the target is & how complex or difficult a task is desired. Then the runner makes a straight contest of stat+interface+program strength vs the target system's defences. That also made it possible for the rest of the team to get involved in the intelligence gathering stage prior to a run. Basically what I had in mind was Case's run on SenseNet from Neuromancer, or the Straylight run from the end of the book. Days, if not weeks, of prep followed by a few hours of action and a system assault that either works perfectly, or goes horribly wrong.
I also gave netrunners a secondary role as drone & interfaced vehicle operators, as per riggers from Shadowrun. In general I tried not to use too many of the new character classes that where added as the game developed.
Oh, I also use the dual class system from Interface. In the game I am about to run there will be straight Nomads as well as a Nomad/Techies a Nomad/Netrunner and most likely a Nomad/Solo. The idea is that a specialist gets the full benefit of the Nomad "family" skill
within their own speciality. But they have less pull outside it than an ordinary Nomad does. The principle extended to the other social character classes (Corporates and Cops) with a notional "Street" class that had no special skill for unaffiliated specialists.