BRING THE PAIN - A way to hurt PCs, Wild Cards, and Extras through their TAP. I think its a bit overkill, but your milage may vary
COUNTER HACKING - Not sure if this is worth the time or not, but its mostly a bunch of opposed rolls in specific situations, so probably ok.
CRASH AND BURN - Treating Hacking Rigs and TAPS like vehicles (can't be shaken, but do impoise penalties until 3 wounds are taken, at which point it no longer works) seems pretty FFF and allows going after hardware instead of meat as an option
CYBER HACKING - Basically adds a ton of complexity; I think allow tests with Hacking solves this particular niche
PROGRAMS - Powers are cool, even if you get them from the net.
General Purpose Plugins
ACTIVE MONITORING - This makes Hacking more tense, and I like the drama aspect
DRAMATIC TASKS - Useful as a tool, but every hack being a dramatic task is tiresome. That said, that's effectively what Fast Lane Hacking does
DUE DILIGENCE - as a Downtime/Prep activity, this makes sense, but this only works if the entire group is doing some downtime/prep activities IMO
NETWORKS WITHIN NETWORKS - I think used judiciously, this is fine, but too much is too much.
ONE ROLL TO RULE THEM ALL - Basically all Hacking is a single Quick Encounter; used sparingly this is fine. But not every time
ONE SKILL TO BIND THEM - All Hacking and programs use Hacking, period. Simpler from a build perspective. Thoughts?
QUICK ENCOUNTERS - I mean, yes?
REMOTE HACKING - No, I like the idea of the Hacker being in the run thematically.
TIME - Reasonable options
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