Riggers did use intuition in 5e to shoot drone guns. It was just not well known because that rule was tucked away in the combat section with the grenade rules rather than in the rigger section for some reason. This meant that riggers used intuition for seeing and sneaking in drones, logic for shooting, and reaction to drive them, made extra confusing by the fact that the rules for using EWAR to see out of a drone instead of perception were in the gear section, while the rules for sneaking were in the rigging section, and the rules for shooting were in the combat section, while the explicit statement you use reaction did not exist and had to be inferred by nothing saying you didn't use reaction. It would be extremely hard for 6e riggers to be less understandable than 5e.
Multi-summoning and losing binding is one of those clever little changes I actually like. It SEEMS like a buff, but it is actually a pretty big nerf, because while you no longer have to spend a very token amount of nuyen on reagents and no longer have to invest skills, you now can't summon extremely high force spirits in downtime and nap off the drain. Binding meant that after your team's first run if any amount of time passed the mage now had up to their binding limit in powerful spirits ready to go. Now to have 3 force 6 spirits running around at once requires the mage to actually pay drain. It probably won't be THAT big a hit, the main benefit was less "I have a comically big spirit army" and more "I can pay the drain cost when it wouldn't actually be relevant" and spirits still seem plenty strong, but it definitely is a clever bit of design.