I'll bring the hacker then. I have a player at my table who's tried it this semester, but he's fairly new to the setting and didn't really know what he was doing with the matrix rules when he got started. As a result, we haven't really seen how it's going to go.
I should be able to post multiple times per day. My office is totally okay with casual web browsing as long as it doesn't keep me from completing my projects. However, my sister's wedding is this weekend and my wife's graduation from Vet school is next weekend, so during this initial set-up phase I might be a little out of touch while traveling and doing the family-thing. I can keep in touch on my ipod touch even if I'm not at a computer, though. I'll start building the character tonight. I'll try karmagen, too, though I've never done it.
My build goals are going to be to try and give the character enough initiative passes to be effective at hacking from AR and probably a slightly greater focus on spoofing rather than exploiting. He'll be able to do both, but if he can scan a guard and then spoof a door open, it keeps him a little safer than exploiting the whole system. It'll likely be human (for the extra Edge which could come in handy for the extra initiative pass as needed) and likely addicted to some sort of +initiative drug (whoo!). I'll probably have a few drones if I can afford it, but nothing too nuts. I don't see this character starting out with much rigging capability but maybe he'll grow into it.
Are there any house rules you like, redwulfe, for hacking? Logic + Skill capped by Program Rating, for example? I'm not a fan of the flavor for script kiddies, and having the high logic makes the hacker a good option for a back-up medic with First Aid so I'll probably boost that regardless. Also, have you read Way of the Adept (the new download-only booklet)? I'm toying with an Artisan's Way adept but it might not be worth the karma to increase the Magic rating. Using the Attunement metamagic on a commlink is an interesting idea though ...........