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Starting in SR4e, the hacking became wireless. The SRR/DFDC/SRHK trilogy did not adopt this new methodology, and I'm thankful for that. None of this "I can hack that dude's gun and turn it off" bs. Instead, the trilogy still has the matrix as an immersive but separating layer accessed via jackpoints which occurs at the same time as the gun combat.
Skills for individual guns are similar to specialties in SR3, but not the same. You get specific perqs that make sense in a video game context rather than a tabletop context, like the ability to see your critical chance or the ability to rob the opponent of an action point with a shotgun hit.
The max level of a skill is limited by the related attribute, which is not quite the same as SR3e. For more, see: https://steamcommunity.com/app/300550/discussions/0/595136186401487337/
Other minor difference exist, but those all contribute to supporting the immersion and making the game streamlined for PC/phone use.