A couple things; first, why would they get hired for jobs in the first place that require a hacker when they don't have a hacker? I understand you want to give them the "classic" runner experience, and while that generally may be envisioned with at least some part hacking, there are still plenty of classic run types that can be accomplished without a hacker, especially since there truly isn't that much in hacking that can't be done via some other approach with another skill-set. As you've noted, it may be a harder approach but that's what they've chosen. Perhaps most notably among deal-breakers would be data retrieval, but even that just takes some simple GM fiat; the requisite data is too important to leave in the cloud, it's known to be stored in a deck or data storage device or server stack or person that can be physically taken and delivered to where the Johnson can have it extracted by a third party? Probably decreases the group's pay/value as runners (just as that NPC hacker along for the ride should get an equal cut out of their pockets), but again that's the bed they've made. Second, you're the GM, if they don't find hacking fun because it 'huhts deir feewings', but you want it in your game, you could consider softening it up for them? Third, the NPC hacker doesn't have to be cheap, just roll for him like you would for any other NPC, if you don't want to add a full player's responsibilities to your work load, just cut it back to 1 or 2 rolls. Also, the NPC hacker doesn't have to be a runner, maybe the Johnson has an inside man that's able to get them so far, but there's only so much he can do before exposing himself, the NPC hacker should always be used as a story-telling boon not a cheap trick.