Wouldn't be a problem if you could reasonably threaten the idiot on the other side. 1. repeaters should be hackable comms equipment in the first place so you can oblivion it 2. following on from 1, bring back blackout so we can brick them 3. ARO against a repeater opens up a whole shit show about ARO against targets that arent activating and will probably kill any profile that carries a repeater base line (like a rem) because getting them shot because they are just standing there is stupid. additonally it does nothing if the repeater is out of LOF. The quickest and easiest ways to fix this shit is to let the KHD actually do its goddamn job again, preferably by removing firewalls from repeaters or by bumping it's damage back up to 16 (and probably removing the +X dam upgrades in the process).
With #3, I would probably phrase it such that the repeater can only be targeted if it is used as part of the hacking area for an attack. That way models that carry repeaters cannot be targeted on their own activation. I think allowing the repeater to be targeted in ARO (by oblivion, trinity, or a reintroduction of blackout) if used by a hacking attack would also make defensive repeater networks stronger as well. Currently you either have to have a hacker in the enemy's hacking area (which hits you with the firewall mod) or you have to extend your hacking area all the way to cover the enemy hacker (often in their own deployment zone). If instead you just needed the enemy repeater to be in your hacking area to ARO it, repeaters on your own side of the board and linkable repeater models (like FO remotes) would have more utility as well. This should solve the LOF issue that you brought up, so that repeater killing isn't just limited to your active turn.