My Shadowrun group has a reasonably typical composition: "face", technomancer, rigger, mage, adept, and street samurai. The problem I have is making sure that the technomancer can use her skills without spending a long time on matrix-only stuff and potentially putting a roadblock in front of important parts of the adventure.
For example, perhaps the party have to infiltrate an office building. It would obviously be very useful to have the technomancer hack into it and take control of some or all of the systems. However, what our technomancer ends up doing is putting the adventure on hold while she hacks into the building's systems, usually involving an extended test over several hours. I don't blame her for this -- this is how the rules work, as I understand them, and it's a totally sensible thing to do. But it's still problematic.
How do I make such an endeavor interesting? I don't want to spend 30 minutes playing out an encounter between the technomancer and the security systems, but neither do I want to give the technomancer access to everything without a challenge.
Basically, I want a middle ground between "just fake a couple of rolls and give the technomancer security access" and "spend 30 minutes on technomancer stuff that nobody else is interested in". How can I run this so everyone feels included and challenged?