Timing structure of the run is actually fine, the problem is timing structure outside of the run when the inactive player can do things to interrupt the active player’s turn.
I have given this some thought and the main thing is that small tweaks are needed to make cards have their intended effect under a simpler timing system, but nobody wants to play a game that is “almost Netrunner”. You want the real deal so that your practice carries over into real life and not a streamlined, nicer to play version that doesn’t exist in meatspace.
It has been fortunate for Netrunner’s health that the game rarely bogs down into priority passing after every click. When it does things get boring real fast. Us old timers may remember the tedium of asking the Corp if they wanted to forfeit a False Lead after every click…