The rules for parachuting suck worse than a bunraku doll with glitchy ware as it is. Pretty much everything is left up to the GM. So if you really wanted them just house rule it.
Wikipedia says a Glide ratio of 2.5:1 is common. So call it a base glide ratio of 1:1 and a base decent of 30m / Combat Turn (arbitrary number based on approx half falling speed). Hits on the Parchuting (Squirrel Suit/BASE Jumping) test can adjust this ratio by increasing the horizontal distance travelled or the rate of decent at a rate of 10m/net hit. So with each net hit you can either increase the horizontal distance travelled in that combat turn or increase or decrease the vertical distance travelled.
IE with 1 net hit you could travel 40m horizontally and 30m vertically (glide ratio 1.33:1), 30m horizontally and 20m vertically (glide ratio 1.5:1) or 30m horizontally and 40m vertically (glide ratio 1:1.33)
Or with 2 net hits you could travel 50m horizontally and 30m vertically (glide ratio 1.66:1), 30m horizontally and 10m vertically (glide ratio 3:1), 30m horizontally and 50m vertically (glide ratio 1:1.66), or 40 m horizontally and 40m vertically (glide ratio 1:1)
Note: You must travel the full horizontal and vertical distances. This is so you have sufficient air-speed to generate lift. You can however spiral downwards if you don't want to travel far. And you can alter the distance travelled by less than 10m if you so desire. (IE I get 3 net hits but want to decend 5 metres I can, but I travel 30m horizontally or with 6
net hits I have sufficient control to move whatever distance between 0m/0m and 30m/30m.)
If I haven't specified it elsewhere: every action phase the character must use a complex action to maintain the glide.
I'd tend to make any adjustment to your glide (or to enter a glide in the first place) be a Parachute(Squirrel/BASE Jumping) (2) test. This means that to increase altitude you need at least 6 hits on your test. And furthermore increasing altitude represents a critical success (at least 4 net hits).
Landing to land you must pull you chute 2 combat turns before impact and must take a Body+Parachuting+Gymnastics+1/2 Impact Armour test resisting 6P damage, if you reduce this below 1/2 Impact then it becomes Stun damage.
I'm aware that with those rules you could stay in the air indefinately if you had a large enough dice pool. To compensate for this I'd apply modifiers from the Treading Water table as appropriate. Rough seas etc would represent difficult wind conditions.
Basically those rules aren't accurate or realistic (they allow a character with sufficient hits to hover) but they're easy and they should work.
Imp