This is not a debate forum. I suggest you stop being unnecessarily uncivil.
Roger wilco, I will do my best to calm down.
Please submit your evidence that the difficulty of disarming the bomb will be lower than our result. Oh wait, you have no idea what the difficulty actually is, just a lot of unsubstantiated conjecture.
We are almost certainly dealing with opposed rolls, and you haven't the slightest idea what Bakuda's bonuses are.
I just said that it would be a contested roll, which means that the difficulty is whatever the other person gets. I can't know for certain what Bakuda can do, but that doesn't mean that I can't make intelligent guesses based upon the system we're using.
From Bakuda's own mouth,
Interlude 6 said:
"Dumb bitch," Bakuda muttered, sticking out her lower lip and peering down as if she could investigate the degree of damage to her own lips. "I'm a bomb expert. I understand triggers and catalysts on the same fundamental level you understand walking and breathing. I can visualize mechanical things in a way you couldn't with five college degrees and a hundred years. Insult me like that again and I'll
end you."
Bakuda clearly knows what she's doing in the bomb department. We also know that she is more intelligent than average and clever (toe detonators!), so we can reasonably expect
at least a pool of 7 dice (Int 3 + Craft 4) with a Craft (although it might be Technology skill instead of the Craft skill, not that that makes a difference) specialty of (Bombs). Note that she runs on oWoD which means that her specialty does not give her bonus dice but instead means that 10s count as two successes (just like in Exalted). But it would not be unreasonable to assume that she's in the 7~9 dice range although I would not, however, give her more than that because I don't recall Bakuda being mentioned as one of the smartest people in the world (although I'm sure she certainly likes to think she is given her megalomania) so that caps her at Int 4.
Accounting for shard hax is trickier as there are many ways that you can represent it mechanically. Either just throw more dice at the problem (like VtM's Potence does), add autosux (like VtM's Potence after fueling it with a blood point), reducing the Target Number (like VtM's Eyes of the Beast effect on social rolls in reverse), just having her succeed outright (because the action is trivial for her), or some combination thereof. It should be noted that because of the way that automatically succeeding works this would not be favorable to Bakuda because it causes you to succeed but not in an exceptional way; it's functionally equivalent to rolling one success on the roll, but is desirable nonetheless because it removes the guesswork (ie chance of failure/botch via bad luck).
Adding dice or autosux is straightforward and need only be compared with Taylor's own pool of Perception + Investigation/Craft. With the bog-standard TN of 6 (could be more, see below) she's already getting 5.4 sux on average with a pool of 9. Scale it up from there depending on how bullshit you think spacewhalemagic is, although if you're matching solar dicecaps you've probably gone too far.
Having an altered Target Number is also straightforward. For comparison, VtM has quickly boarding up a door and making it able to weather some abuse as TN7. Rebuilding a busted car engine is TN9. More complex actions are extended actions that take 10min per success needed to complete. But let's say that her shard makes bomb making ridiculously easy, TN4 and only needs one success to complete. This means that Bakuda has to option to auto-succeed because her dice pool exceeds the TN, but let's assume that she wants to make this bomb exceptionally well instead of
just making a regular bullshit hax spacetime bomb. At TN4 on average 80% of your dice will turn up successes (80% because 10s count twice). With a pool of 9 dice, this translates to 7.2 successes on average. Again, scale it up or down depending on how bullshit you think spacewhalemagic is, although if you're outhaxing Sids you've probably gone too far.