Turn 10, Pass 2, why is SK using First Aid on TS? 0 fade & 2 services from the sprite....Is this for the 1P fade taken Turn 3, Pass 3? Wouldn't that be only 1 complex action + 1 combat turn to heal?
TS is always compiling rating 7 Sprites. Sounds like RPG system abuse from where I jack in. Would you prefer a headache or bleeding out your ears? Gaming the system, check!, but bad role-play. Tsk. Bad player -- no karma!

GM Call: If the physical wounds aren't healed until the spell becomes permanent and a second spell is cast, is the drain per the total (so-far-unhealed) damage? The guy you're pointing that spell at has all that damage, so your spell is targeting all his current damage. Hard call, that. While you can only heal once per set of wounds, game balance might say you'd be chancing the extra drain anyway. Similar note: would TS get a wound penalty (I think he's got 5P damage all told before the 2 heal spells are completed) for those wounds during the spell's "duration"? After all, the healing ain't finished yet, chummers.
I forget where I read it (Now I'll have to find it again!) but Threading takes NO TIME. Found it -- it's the FAQ:
See
http://www.shadowrun4.com/game-resources/frequently-asked-questions/Does threading require an action? Does the -2 modifier from sustaining a threading affect all actions, including use of that Complex Form?Threading does not require an action; any Fading damage taken applies before the technomancer’s next action (or before they thread anything else). Threaded Complex Forms must be sustained, and the -2 dice pool modifier applies to all actions except those using the threaded complex form.
Backing this up is the fact that threading in Unwired & the SR4A never say that threading is an action. It's simply not on the lists. So your player is taking a whoooooole lotta extra time threading.... takes no time to whip up a complex form from the Resonance if you're riding the right stream. I guess they really want the technomancers to keep up with the rest of the group in the meat world. It does mean extra die rolls in a combat turn, but at least the technomancer can do something useful quickly -- like ejecting smartgun clips, causing goggle malfunctions, turning on the sprinklers only on THAT side of the room, etc. during battle.