Yeah but on the other hand people in VR can be crazy fast and now with Data Trails can easily hit 5D6 initiative dice in Hot Sim.
In hot sim VR you get 4d6 dice without that data trails item. +1d6 isn't something that makes you really all that much faster.
An adept with 3 ranks of Improved reflexes can Achieve 4d6 dice at all times, adding 3 more points to his reaction stat.
A Mage who gets the improved reflexes spell, could fairly easily use it to give him +x +xd6 more initiative, Regularly this is likely to give him +1~2d6 extra dice, but with enough ranks in his spell casting, could probably rank up to getting +5d6
Street Sams can buy Wired reflexes, to get 4d6 dice. Then they can buy more reaction enhancers to get a total reaction above +4
So everyone (But technomancers) has the ability to get the normal Hotsim VR level of initiative. All of their actions are less action costy, having a lot of free and simple actions, and a handful of complex actions. Adepts enjoy the benefits of making it so more actions are free actions. And with Perfect timing, we can increase the number of our free actions by 1.
it comes down to what's more effective? Shooting the guy or hacking his gear? Don't get me wrong I see what your saying... but the realm of the hacker tends to be hosts and VR matrix work... combat is the realm of the adept and samurai.
What should be more effective is having the hackers have the ability to back up his crew in more ways than what his adept and samurai buddy are doing. Cause Physical Combat is the Sam/Adept/Mages world while CyberCombat should be the Decker/Technomancer.
However, with as slow as the matrix work is, (Since its not really at all faster than other runners who are in meat land, and everything takes so many complex actions to do) honestly, I don't see why a team would need a hacker PC in the first place.