Regular applications of a Professor character aside (send the crew on a run to secure a bunch of volatile artifacts, investigate a cult, approach or retrieve a scientist at a convention, help an illegal archaeological dig on Sinsearach turf that's being bothered by ghosts/monsters and lost their main researcher to traps), with high Logic and Intuition, there's a few ways to go besides hacking - with 5+ Logic, 6 BP/Karma (1 level + specialty) is enough to branch out into various useful assist-skills (8 dice means you can just buy 2 hits), like Armorer, Chemistry, Demolitions, any of the Mechanic skills... I'm not sure if you're allowed to 'break' a skill group by getting a Specialty on one of the skills, but if so, he could even get the entire Mechanic skill group for 10 BP/Karma, then take specialties whenever one might be important in the near future.