I keep a few simplified mook NPC sheets on hand for each "archetype" the characters come across -- "Stock Physical Muscle," "Stock Mage," "Stock Technomancer," etc. They're tailored to my group's power level and the level of challenge I like to throw at them. The sheets are also super-simple -- all they list is how many dice I roll for common checks, like shooting or dodge (I keep their full stats on another page, but I barely ever have to use it). It saves time during prep when I'm pressed for it, and it's particularly useful when a fight breaks out unexpectedly -- I just decide how many of each type there are and go. You don't want to overuse it, of course, but you'd be surprised of often you can do that without the PCs catching on that all the hackers use the same stats.
As a bonus, if I'm pressed for time and need to stat a named NPC, I can just grab one of them and modify/power it up. Still some work involved, but a lot better than starting from scratch. For the same reason, I'll sometimes grab one of the sample characters and modify/power-up them to make a named NPC. They often need quite a bit of work to make them optimal, but again, it's better than starting from scratch.