...
Bottom line is, Corrosive seems to be a much more severe status than Burning since you can't get rid of it that easily. If you don't have "enough water" or "baking soda" to wash it off, you're entirely dépendent on the GM's goodwill to decide when the effect wears off naturally.
...
How do you handle this in your games? I'm tempted to just allow removing Corrosive with the same Major Action and Agility + Reaction (2) test as for removing Burning.
For starters: there's nothing wrong with being entirely dependent on GM goodwill for ending statuses. That's basically the RAW

If you want to add rules for Corrosive, there's nothing wrong with the suggestions above. Personally I think "1 round and it ends without you having to do anything to end it" is too short and too easy, but of course YMMV.
A couple of other suggestions:
1) My go-to on this issue would be to just say a medkit reasonably does have some salve that meets the "baking soda or similar" test. Expend a unit of supplies from your medkit, and boom. Easy Peasy Lemon Squeezy.
2) As Xenon mentioned, the actual metaphysics of spells (especially Direct spells, and double especially Area Direct spells) has changed in a few ways that contradict all previous editions, but in explicit ways so they're clearly not changes by accidental omission. Basically, the only difference between now Direct and Indirect combat spells is what dice pool you use to resist them. Armor now helps vs Direct combat spells and so it stands to reason that a corrosive combat spell leaves the burning primarily on your outer clothing. Just as if you've been sprayed with Xenomorph blood, what you *do* is shuck those outer garments immediately, which I would say helps (or completely) mitigates the corrosive status.