The initial idea was a customizable time scale slider, so each player could set the turn length to their own preference, which would've helped with long wait times once you knew what you were doing, which is why I never implemented a way to cancel a hack or anything like that.
I'll have to keep the luring guards idea in mind for the post-jam version, as I've been debating maybe having multiple types of hacks to increase the amount of options players have on hand.