While slicing needed a nerf, it is quite frustrating to a large segment of players who took the time to level a profession for a particular reason, only to have that taken away from them.
Since the nerf, I've ran 21 level 5/6 lockbox missions. That netted me 4k credits and 2 epic missions, which aren't worth putting on the gtn (then again, what is LOL). Being generous and assuming I was comparatively unlucky, that's about a 10% return, or more importantly in absolute terms, 200 credits per mission. I'm not high level yet, but from what I can infer about the value of credits in this game, that's barely even worth the clicks.
Basically, I'm kind of sad at what the nerf says about the game. At first glance "slicing has been brough in line with other crew skills" makes a lot of sense, but when you get down to it what it means is "slicing has been made worthless like all the other crew skills".
There are several things that could be done to address the issue of slicing being too much reward for too little work. Put a level cap on running missions; so that only high level players can run the productive ones. Make high level slicing missions more profitable, but significantly longer. Why not have 20 hour long missions that allows non-crafters to get something out of their companions, providing a small, fixed revenue stream (like dailies)? And above all, make other professions actually desirable.