Using the fallling damage rules seem the most appropriate to my mind.
That being said, speaking as a motorcyclist who've walked away unscathed from two lowsides at over 100mph, one highside at around 60mph, and a car attempting to make a u-turn through me and the bike while I was going approximately 20mph, I'd say that the proper gear most definitely makes a difference.
EDIT: Revised opinion.
While roadrash is a real possibility of falling out of a moving vehicle, what's likely to really damage you is sudden deceleration (i.e. crashing into something while at speed).
Given this, I would treat exiting a vehicle at speed as a crash, with the following modifications (houserule terriority).
1. The fall itself does not cause any damage unless it occurs above the threshold for which falling damage kicks in (3 meters for most characters, meaning the character would have to fall from a heigh of at least 4 meters for any falling damage to be applicable in most cases)
2. The character rolls Gymnastics + Reaction* (Speed), where Speed is that of the vehicle the character just exited
2a. If this test is successful, the character takes no damage from skidding along the ground
2b. If this test is unsuccessful, the character must resist a DV of (Speed * 2)P, where once again Speed is that of the vehicle the character just existed
3. The character arrives at a stop at the end of the combat turn in which he exited the vehicle, having moved a total distance of half the Walking Rate of the Speed he exited the vehicle
3b. If anyone tries to ram the character while he is still moving, they take a -3 modifier to their attack (cumulative with the modifier if the attacker has to resort to running speed)
3c. The character that is on the ground does not get to roll Reaction + Intuition against this attack, as he is considered out of control unless he succeeded the test in step 2
So, let's take an example. Jim gets pushed out of the back of a Toyota Gopher travelling at it's maximum speed of 4 (running).
1. Fortunately for Jim, the truck bed is only 1.5m off the ground, so he does not take any falling damage.
2. Jim rolls Gymanstics 4 + Reaction 4 (6) and gets 3 hits
2b. Jim has failed to meet the threshold of Speed 4, and must now resist 8P using Body + Armor -6 AP
3. Since Jim exited the Gopher while it was doing Speed 4, Jim will be moving a total of 40/2=20 meters
3a. Unfortunately for Jim, the driver of the Gopher had a friend following along in an Americar. This driver now rolls his Pilot Ground Craft 5 + Reaction 4 (5) with a -3 modifier, and since he is already moving at the Running Speed of his Americar he takes another -3 modifier for a total of -6. With only 2 dice he still manages to roll a 2 and a 6
3b. Jim is in trouble, as he has no chance to avoid the car driving over him. A Speed of 3 is a Running Rate of 40m/CT, which gives a damage value of Body, in this case 11. Jim is in trouble, having to resist 11P with Body + Armor -6 AP, while the driver of the car has to resist (11/2 rounded up) = 6P as Jim's innards are splattered all over his grill. With an armor rating of 6, the only damage to the Americar is a dented fender.
Anyway, this is just how I would have handled it after a little deliberation. Feel free to use or modify as you see fit.
* I chose Reaction instead of Agility because in this case I feel it's more appropriate that the better reflexes you have the more you're likely to be able to use your Gymnastics skill.