I'm a computer tech at a datacenter. I work with unix systems for most of my work day. It's not wizardry but as far as knowing things and how the research works, it's probably got a lot of similarities. To start with, nobody knows all the details. The only time you know everything about what you're doing down to the last flag or bit of info you need to pass to the commands are when you're re-doing a task you've done a lot and you're doing it by rote. Most of the time you first have to figure out what the problem really is so you're asking the right questions. That's a big important point right there that can trip up even the most knowledgeable person and it's where you may have to be with most of your plots with high Lore characters. Having all the right answers to all the wrong questions gets you nowhere useful.
After you've done the troubleshooting and isolated the problem, you issue the right commands to fix it. If you can do it by rote, cool. But often you'll end up knowing the right command but using the documentation to look up the right way to pass it particular info. Most of the time this is pretty quick. As long as the documentation you have covers that issue. In game, this may be the point where you grin maniacally and tell the players about that lost book that some minor power has and what they'll need to do to get it. Sometimes you don't even know the right command and that takes even more digging. This might be a way of implying that the PCs need some specialized magic they don't possess or a really tricky ingredient.
I've met people with 15-20 years of experience in the field who still look things up. There's just too much to know to do everything by rote. I think the way magic is presented, it's supposed to have the same feel of being too complex to hold it all in your head at once.
Oh, for sitting out... I generally only make players sit out if they're doing something that will add more oomph to them alone. I would feel kind of cheap if I made someone sit out just so they could unravel the info necessary for a plot I presented to develop. If it really required research, I'd just fast forward and pick up the timeline at the end of it, letting the other players do similar prep work. Something that helps the whole group really shouldn't be penalized. Although it would make convenient excuse for why their character was absent if they wanted to go buy food or something.