Slightly off-topic ... but not quite:
How high should one's skilll need to be to successfully make a parachute jump, with little to no injuries? Consider what the skill ratings are "supposed" to mean according to the BBB, and then tweak/fudge the TNs accordingly ... or rework the system (a long-term fudge

) to reflect it. (Yes, I know, "reality has no place in SR", but bear with me a bit.)
I would imagine that your
average civilian skydiver SHOULD be able to do the "vanilla" jump: not HALO, not base jumping, but your basic jump. They should be able to avoid injury most of the time, but sometimes maybe twist/break an ankle. Broken legs should be possible but relatively rare (I've watched jumps: it didn't end in a mass tangle of broken legs and such.

). I would expect such a jumper to have a
skydiving skill of 4.
Special Forces parachutists should IMO have a skill of 4-6, probably
5 (professional) or 6 (expert). They should be able to safely jump in less-than-ideal conditions, and not hurt themselves very badly. After all, no military's going to use parachute insertions if the expected outcome is half the team getting incapacitated from the jump alone.
Someone with no parachuting skill (defaulting to ... athletics? I don't know), or a skill of 1 or two, and trying to do a night jump in the rain (hey, Seattle has weather

), and land on a small place, is probably going to end up (a) missing their target, and (b) winding up in a world of hurt.
So ... TN's for a normal, good-conditions jump should be such that a skill of 4 gives a pretty decent chance of success, and the damage resistance roll should be stage-able by those with bodies of 3 or 4 (hey, averave to above-average civilian here

). I bet most jumpers would have a body of 4, actually, rather than 3, since they're already athletically inclined. Perhaps a skydiving (landing) test could be used to help add successes for staging (versus a base damage of M or S) -- thereby reflecting that those who Know How would be able to land well and have less to resist, whereas people like me would end up a smear on the ground. (I picture such a mechanic as much like combat pool helps avoid bullet damage, though using a skill instead of a pool.)
In the same light, TNs for combat-drops or other sorts of jumps that would be done by specops type people should be low enough that they could make such jumps, while those with no experience probably would die. Or land in the middle of Puyallup Barrens, and die.
I'd expect that those with a skill of 4 or so could probably DO the HALO or nighttime or rainy weather jump, but would have less jump successes and probably walk away with maybe a light to medium wound (or S, in cases where they don't do as well), while those with skill of 6 or 5 could land and have light or no wounds. I'm not saying that they'd never hurt themselves badly -- bad mojo happens -- but that they should be more than likely be able to avoid hurting themselves (due to training and practice).
I'm not sure what tests should be involved, or even how low/high the TNs should be. The numbers I've seen tossed about in this thread seem to be really high, though -- someone with a Professional (andbetter) in parachuting should be able to jump with few worries: after all, professional means you should be able to expect to LIVE through the engagement, and not kill yourself.
So ... that means that if I'm a shadowrunner with extensive parachuting experience, and a skill of 5-6, I SHOULD be able to do that airdrop onto the top of a building, or into a fenced in compound, or (with more than a little challenge) onto a freighter out at sea. I should be able to get the chute open OK. I should be able to land and not hurt myself (seriously). Landing where I want to land should be the hard part, I think... though, keep in mind that it could only be my lack of skydiving experience speaking.
Conversely, if I have a casual knowledge of jumping (say, skill 3 or 4), it would be unwise to attempt a jump of any significant complexity. Such a jump may be survivable, but it's probably more of a liability to my performance LATER: I'd rather walk in than parachute in and break a leg (serious wound? yeah ...).

For those who HAVE jumped: what were the hard parts for you? What things do you think a professional (as opposed to hobbyist) jumper would be able to do easily?