QUOTE (kzt @ Mar 23 2013, 11:28 PM)

Asking enough questions of the defender of hacking 'RAW works fine' usually reveals that the defender isn't actually using RAW...

80% of hacking is down out of combat or just pior to (if your Hackers/Technomancers are competent at least, and can mostly be resolved in 3 to 10 minutes of real time, as oppopsed to the hours of previous editions)... The Minimal 20% of hacking in combat is generally simple things; Finding Nodes (Security Peripheral mostly), Intercepting Traffic, Spoofing drones, doors and whatnot. However, Serios hacking in combat does indeed happen on occasion; especially when a facility is 100% inaccessible prior to the run (which does happen to us, though infrequently, and we generally take a differnt approach for such facilities anyways).
The problem that I see here is simple. You (generic) assume combats happen in 3 passes and then you are done.
In my experience, that is patently false (Opposition is generally equal or superior to us on high end runs... Prime Runners after all). Average combat time for our Prime group is measured in minutes to tens of minutes of actual in-game time (Opposition takes the innovative options of actually taking cover and using tactics). The Weapons guys are doing their thing, while the Hackers and Technomancers are doing their thing. It all happens in tandem, and it all completes in combat speeds (ie. Pass by Pass, Turn by Turn). There are some actions that take Turns once initiated, and Hackers/Techno's can take other actions while they complete, while other actions are simple/complex, amazingly Just like the Combat monkeys.
We do use the Raw, with at least one Optional Rule (Skill+Attribute, Capped by Programs; which we have used for years). The nice thing is that the group knows the Hacking rules really well, and so hacking flows with a few seconds of description and a roll of the dice and we move on. If there are any questions, looking at the relevant ruling (which I keep annotated and bookmarked for just such a purpose) solves it at a glance. Full Disclosure: We have a Cyber-Logician (17 Dice) and Technomancer (15-22 Dice, Dependant upon Action and Sprite Availability) as prime Matrix Specialists, and 1-2 backup Hackers who are in the double digits (10-12 Dice) on the team if needed. Characters are 300+ Karma Prime Runners.
The current assumptions on my end have nothing to do with whether RAW is being used or not; at this point, if anything, my assumption is that there are tables out there that so overpower the opposition that the major combats
ARE over in a few seconds (and thus Hacking is the drag on the action), fortunately, that is just not our table. *shrug*
In those situations where the opposition has been neutralized with no combat imminent, the Hackers/Technomancers have time on their side and the rolls are made "out of Combat" as it were, and take less time than most combats (average infiltration by Hacker takes from 3-10 Minutes of time (dice rolling and interaction) depending upon target system and sitiuations encountered while in the system). If off-screen hacking is taking you longer than that, I do not know what to tell you. *shrug*
Hopefully that clears a few things up. If not, I am not sure what Else I can Say on the topic.