(Typo: "*TS Opposed Stealth Check: Hacking 6 + Stealth 121 +" -- love that Stealth rating

)
Check out when the sprite tells TS where the access log file is (Turn 14, Pass 1).
The sprite can spend a complex action (in the vicinity of a full second) completing something, followed by a free action telling TS about it. These actions cannot happen simultaneously, because the sprite gets the info, then conveys it. Fair enough, but TS also performs a free action and complex action in the same IP where at minimum his complex action is dependent on the information given by the sprite. So this IP takes approximately 2 seconds. [I would buy that the thread Edit can happen simultaneously with the sprite finishing up, before the sprite even sends the phrase.]
I don't see the same issue in Turn 7 pass 1 or Turn 9 passes 2-3 -- other opportunities for sprites to convey information and TS to act on the information. As a GM, Turn 14 IP1 makes me wonder whether your character time travels.

Oh, another thing I've been wondering about the first aid being done to the character mid matrix-activities. Would that serve as a distraction to the activities he is doing elsewheres? I mean, someone's patching him, poking him, asking him to open up and take a pill, putting bandages in his ears, whatever... Or are they at Star Trek meds and just hold a device up to his arm, spray some medicine through his skin, and he's better nearly-instantaneously? (this is NOT how a medkit is described! It's essentially a small autodoc.) And how is that character using the medkit? It gives the Rating 6 because it's actually giving instructions to the character administering first aid. Can you talk to it through a commlink?

What's the ruling on field medicine, distractions & stealthiness?
I know the healing is just "touch & heal". But I'm sure the first aid is much more -- uh -- complicated.