Okay, I've done some research, and here's what I've come up with from TD#13:
No information on cyberjacking, save for their mention in a Dolphins article in the same digest: Neural control plugs allow Dolphins to use their Waldos at -2 penalty to Dex (instead of -4) at TL12, -1 penalty at TL13, and no penalty at TL14 or higher.
This would imply that the neural control plug isn't a perfectly seemless connection until TL14, so cyberjacking as a means of accessing computer systems directly should be fully intuitive (like we see in Cyberpunk games) until TL14 and higher. Until then, there are penalties to the skill checks (converting the above to T20, I'd suggest -2 circumstance bonus for TL13 plugs, and -4 circumstance bonus for TL12 plugs.)
As for rules for Cyberspace, I can only recommend translating your favorite cyber game's rules to T20. The easy way to handle it is to simply describe tasks as taking much short time (like a factor of ten, perhaps), and focusing on the main group rather than one solo PC's trip into Cyberspace.
Some Suggestions:
Jacking into a system directly requires a full attack action, consisting of a move equivalent to plug in, and a standard action to initiate an interface with the system in question. While jacked in, the character is considered helpless, with an assumed Dex of 0 (-5 to AC instead of normal Dex modifiers), and automatically fails any Reflex save.
Failing any T/Computer check to interface with a hostile computer system by 5 or more triggers an internal alarm and activates anti-hacking security protocols (such as Black Ice, etc.) For every five that the PC fails the check beyond the original five points to trigger the security protocols, the character takes 1d6 points of damage to Stamina, to reflect the pain that the security protocols inflict on the character through the cyberlink.
Time to resolve actions via a computer interface (such as computing, etc) should take place about ten times faster. With actions less than a minute but more than a round becoming simply standard actions, and actions of a round or less becoming a free action (but limit the characters to one free action per round. Allow them to trade their move-equivalent for a second 'free action' in the same round, and their standard action for a third 'free action' in the same round.)
When jacked into a system, any damage the system takes is translated to the character directly as Stamina damage. (If this is too harsh for you, allow the character to purchase a Deck which can serve as an interface/overload switch between the system and the character, and which breaks the connection when the character passes out by dropping to zero stamina or less. This will minimize the life damage caused by roll-over to the one hit, and prevents a character from dying because they can't break the direct plug-in to the system since they're passed out. If they directly connect without such an overload system in place, they keep suffering until the physical connection is broken.)
As for other Cybernetics:
The stat modifications add directly to the character's, so far as I can tell.
Configurations affect the costs of cybernetic implants:
TL9
Open Frame (X0.5)
Soft Contoured (X1) - Standard assumption
Hard Contoured (X1.2)
Electronic Circuit Protection (X1.5)
The article describes pseudobio as X8 cost, but that is superceded by the T20 rules as a X10 cost.
Hope this helps,
Flynn