I'm already using 5th-based Initiative+Dodge rules in my SR4 campaign, will be changing those up now that we know the real thing. Conversion can wait until more books are out, since the players are currently enjoying quite a bit of extra functionality such as modded weapons+vehicles, additional adept powers (Melanin Control) and so on. So we'll convert to SR5 later.
Right now there's two or three things that worry me. The level of the wireless bonuses is one of them, grenades another. Once I read the full rules and see them in action in Missions (assuming I am accepted as Agent), I'll figure out whether to put together a nice houserule system with other hacker capabilities and what to do with grenades.
Chances are I'd go with that grenades can't be aimed at a player by aiming at the ground, and that I'll simply remove most of the wireless bonuses from the game entirely, or limit either the upsides or the downsides. On top of that, if they don't have something for a Hacker to send spoof commands and feed you fake data for a dice or limit penalty, I'll make sure to design those. But only if my nightmares come true. And honestly, if they're on the ball with all the rest, I can live with them going past the equilibrium point and slipping up just the twice.
An example of reducing upsides or downsides, by the way, would be that Reaction Enhancers + Wired Reflexes still require a decent meshing together for the full Reaction bonus, but that 'offline' the lowest of the two adds Initiative rather than Reaction. Advanced Safety would require a connection, and shots at more than 100m distance perhaps. We'll see once I got the rules, see how they play and chat with a lot of people to make a nice alternative system if required.