Decker actions changes: Love
No more marks, no more multiple turns that will result in the combat being over before you are done. Just pick your action, make your roll, and implement the result? Yes please.
...this is about the only improvement, as yes sometimes the combat is over before you can even brick a single gun/drone or disable an installation's sentry weapons.
I don't see the problem here. While I can't (and won't) expect a decker or technomancer to keep up with a streetsam or physad, it takes a trivial amount of karma and nuyen to be able to effectively contribute to combat. Buy a gun, buy bullets and know which end of the gun the bullets come out of. And don't tell me this is unfair, because it's no less unfair than everyone else having to take basic matrix security measures. Besides, what are you going to do when the enemy has nothing worth hacking?
..the difference is the where the priority of attributes linked to the character's primary skill area are. For decking you generally need a high Logic, decent Intuition, as well as a good Willpower (the latter for defending against matrix attacks). That often does not leave much left over for physical attributes which cover combat, particularly depending on the priority attribute points are taken at.
The decker I have been playing in Missions was built with the following: Resources: A, Skills: B, and Attributes: C. Metatype: D, and Magic/Resonance: E. her primary combat weapon is a Savalette Guardian which is capable of firing a 6 round burst (she has just enough RC on it to do so) which she usually loads with S&S rounds, but also carries a couple clips of hand load APDS (AP -5).
To get a marginally "OK" skill with it (pool of 10, +2 with Semi Automatics and another +2 with Smartlink [total 14]), I gave her a tricked out cyberarm for her "shooting hand" (with a 6 Agility, 3 Strength, and 2 Armour) along with some initiative boosting and a little more built in armour (Orthoskin) so when the lead starts flying, it isn't a case of "duck and cover". Yes, this meant her physical attributes are low (she cannot even wear an armoured business suit with a "fitted" [stacking] overcoat without incurring a penalty to Agility and Reaction) to give her high pools in her Cracking/Electronics skills.
Meanwhile, it is against Matrix threats, wireless gear/systems, and even opposing deckers, where she "rocks" (as it should be). The Sammys (and often Spell Slingers) are where a team's real "front-line" firepower has traditionally always been. She can hold her own and contribute to combat when she needs to (actually has done so on several occasions) or get her hoop out of trouble, but she's not going to play "Han Solo" and blindly chase a bunch of sec guards down a corridor while wildly firing at them.