Okay, the reason why you’re confused is probably because you don’t realize that you’re still running on about the same initiative counter as street sams with 3 ranks in Wired Reflexes. If they have 10+4d6, and you in VR have 10+4d6 on average you’re going to have the same number of initiative passes. Now the street sam however doesn’t need to make complex actions to see who is around. He can just see them. Then he can start shooting them. More of his actions are based in Simple (Half turn) or Free (An action you can take every turn), while yes a few are complex actions (Full turn). For the matrix side of things however, everything is pretty much a complex turn, except for a few things like changing your current virtual reality level. (AR, CVR HVR)
Putting a +1d6 isn’t enough to give you a pass that meat world can’t get. It does help, but only a very slight amount, in terms of just making your curve a little bit higher.
Even if the agent/sprite can share their perceptions into you, you’ve still got to go through at least a round, if they’re running silent. Possibly more, depending on how well you can do “That one there.” It kinda also gets the point of why do you even do any hacking at all, when the agent is almost as good as you?
Becoming a Diet-Sam isn’t desirable. I don’t know why this is so hard to understand that some characters don’t want to lop off their arm to go get a robot one. Like Technomancers. AIs can’t even use cyberware (But according to Xenon they can do their perception tests a lot faster). Notice how the Decker archetype isn’t loaded up with a bunch of combat oriented cyberware? But the biggest thing that seems to be missed here, is that it doesn’t matter how much cyberware you put into your guy for physical combat. It does nothing to increase the speed of your actions in matrix combat beyond skill wires for AR to reach the level of VR hackers.