While that's true, I find Dramatic Conflicts to be the solution to the problem instead of the problem.
I recall old systems like Cyberpunk where everyone else in the game just sat around while the netrunner did his thing. And really, there's not much you can do about that... that's a sort of conflict that tends to only involve one player (with possible helpers).
But I found that using the hacking cards gave the player and GM some guidance when resolving the hack, and streamlined it compared to ad hoccing it or, conversely, using one of those old baroque map-style systems. The only way you can improve it is really in the GMs court -- create situations in which the hack and the combat are ongoing at the same time.
The same applies to infiltrations. If you have a situation where one player infiltrates and area, you can use the Dramatic Conflict system, but if the whole team enters, you can play it out on a map and with roleplaying.
Of course the book recommends that you can streamline some dramatic conflicts into skill rolls. That's what you should be doing if you really find they are getting in the way.