As noted in the rules Forgery can be useful and allows you to involve the team in your hacking endevors.
As noted in my previous post, you want to define rules that make it very difficult for some newbie hacker from breaking into a very expensive device such as starship, or bypass the Gaia programming on an android (hint hint).
In my mind, these are worst case scenarios that abused will give the GM a headache, and should be considered.
One thing to consider when Hacking as it stands in the rules: Despite being 1s and 0s, its still SOFTWARE. Perhaps there is a mechanical lock in place to prevent subsquent actions. Like the big red nuke launch button requires two launch keys to be turned simultaneously in order to engage the circuits that would allow the software to launch a nuke.
That brings me to this post, involving more skill or others in order to hack. Again, to the standing on the hull of the ship to hack it. Perhaps plugging a DEVICE onto the hull of the ship would ease the job of the hacker.
Such devices, could falsify Gaia transmissions, introduce an army of entities or a number of things to aid the hacker.
Cyberpunk used to detail such devices as Angel packs, or AI's that were coded into hardware designed with the sole purpose of aiding a hacker in complex runs. These programs could carry more entities and could perform actions the hacker could not or not as efficiently...
Could this be a possible direction? How could the rules limit the use of such hardware?
Smuggling undergaia software through security; using or creating undergaia software. All these things should be very difficult and lead to dire consquences if caught.
Perhaps failure results in physical harm (tazer) to the hacker. Many games use that mechanic, at this level of hacking this could be a good way for Gaia to maintain security if a hacker fails or doesn't have enough safe guards.