For Forgery, the threshold is set by how many hits the player rolls (p. 146), so it's as good as the player makes it.
I don't really have any experience with Chemistry or Biotech, but I imagine any sort of non-routine use of the skill (which is probably what most interests Shadowrunners) would be at least a threshold 4 (hard).
Honestly, a lot of this gets handwaved in my games. If it's feasible and something the player is really committed to, I'll give it a reasonable interval so they don't have to wait 8 months in-game to see the fruits of their labors. If it's something like making your own fake SIN in 4e (that is, needlessly complex and much more easily solved with nuyen) and the player is just looking for a cost break, I'll make the threshold higher to encourage B/R time be spent on something a little more dynamic.