Ok. So what we need here first is a list of the current problems with technomancers. Here is what I came up with.
1. It is an "all in" class: Compared to other "archetypes" technomancers have the least capability to do other roles, as well as the least variation within their ranks. Here is what I see:
Technomancer:
Types: Sprites for damage, Diagnostics/Machine sprite to help others. You definitely aren't a decker.
Seconadry roles: gun bunny(machine sprites). You can't get augmentations like a decker without hurting your technomancy skills. You can't swap out programs like deckers, get a direct connection,can't slave devices, can't use programs(one per echo...) Rigging requires an echo, Barely any roles have...any synergy. You are basically a technomancer and nothing else.
Mage/Awakened:
Types: Various traditions(shaman vs hemeretic), Glass Cannon, Manipulation, Illusion, Shapeshifting, Conjuring, Disabling, Augmented(platelet factories/etc)
Secondary Roles Possible: Shadow(via spells like invisiblity), Adept(Mystic Adept), Shaman(Summon a spirit or two), Face(Shaman already specializes in charisma, and spells like mindprobe ad similar totally help),Medic (heal spell) ....etc etc.
2. It is more vulnerable than: Technomancers seem intended to be the mages of the matrix. However tht analogy doesn't hold as well in practice. The first is because it has lot less interaction with the real world. Yes the matrix is everywhere, but you can shut it off. Hell, runners and companies actively do shut it off on a regulr basis to not be vulnerable to decking. Runners don't normally run around in mana-dead zones to prevent being magic'd at. So a technomancers can't do much besides technomancy, and is easily shut down as well.
3. Skills:Since resonance skills don't actually give you any proficiency in computer things (without an echo), a technomancer has to basically spend twice the points. Half on doing technomancy things, and half on poorly replicating a deckers computer skills. A technomancer with a commlink should not be terribad without an echo or doubling my karma expenditure.
4. Mages have more impact: Mage spells both have more variety, and more impact to meatspace. Sprits can be summoned to screw things up in meatspace. Physical barrier protects you..etc. Mages have the benefit of having the ability to work both on the astral and meatspace with their abilities. Deckers have the ability to take augmentations to do the same. Technomancers are both harmed by augmentations, and have abilities that are only really good on the matrix. It is only slightly better than having a subtype of mage who is only good at astral combat.
5. Technomancers don't...have much identity: When you think technomancer, the first thought people have is neo from the matrix. However in game, technomancers don't have identity. Adepts have social adepts, kung fu masters, gun bunnies...etc. Mages have Summoning, various spells, traditions, things like blood magic.
Technomancers basically get "like a decker, but without the gear and a few more tricks in the matrix. Oh and the mechanics are basically magic". They don't have anything to call their own.