I can totally understand both points of view here, but making DM drop something reliably would really kinda throw off the overall "design". There is so little RNG in Cogmind already, RNG that you truly rely on. I've actually had two consecutive runs, in the first DM dropped all his hackware, in the second he got away. Obviously this made one hell of a difference to my hacking potential, then again it did not make the second attempt harder or impossible, just different.
However, I can perfectly understand the frustration if he doesn't drop anything. But this experience is heavily influenced on your personal expectation, along with knowing what you could get on a "perfect roll". I think GJ put this best in one of the recent Armchair Robotics Discussion - DM has minor guaranteed benefits (if you let him live) or a high risk-reward scenario (if you go for a kill), which can make for a great hacking run if you get lucky, but does not change much if not.