For simple device bricking, I have been just using the difficulty level opposing dice. Easy (4) for a gun. Average ( 8 ) for cyberware. And so on... You judge the difficulty like you judge the difficulty of anything else (i.e. whatever makes sense and whatever will make a better story).
I have been making this one, all or nothing action, rather than several incremental damaging attempts. I didn't want to give guns/gear CMs.
I work drones a little differently. The book says vehicles dont have CMs; they only have Armor. So I took the CMs off of the Enemy Drones NPC entries (you can see these in the Anarchy Threats thread). Basically I use cybercombat damage to drones like any other damage. So one player might shoot a drone and take half the armor off and the decker can dataspike the drone and finish it off. If you think that weakens drones a bit, then just add more drones. I use Logic for opposing dice, so usually 6. You might add a Firewall if you want. I find it unnecessary.
Basically whereever the rules are unclear, I try to use existing Anarchy rules rather than creating new mechanics.