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Hacking will NOT ALWAYS break concealment
For example: intel/supply/alloy reward, soldier benefits (e.g. aim boost, hack stats, attack immunity), facility lead, disabling mechs/turrets, reducing enemy will, even disorienting enemy
Hacks that WILL break concealment: failed hacks, hacking objectives (e.g. terminal, retrieve item, mission specific), gaining control of all mechs in map/random enemy
Both EMP grenades & Bluescreen rounds will affect Gatekeeper and Codex as well, the former will even suffer from shutdown effects from EMP grenades
Haywire is a quasi mandatory skill : reviving unconscious enemies will be badly missed at times, but haywire is crucial when facing pods with a mechanical opponent once you have some hacking skill (with skulljack or the +20 hack at the end of some missions).
On the other hand, the other combat hacker skills offer no meaningful synergy with haywire, so there is nothing preventing the specialist to have all the medical skills but haywire.