That's an interesting argument. What about the idea that deckers need their Resources priority to contend with while technomancers have their Resonance priority?
Well, let's break it down for a second. A decker needs 3 Attributes (Logic, Intuition, and Willpower), 6 skills, and spends 73% of his possible Resources (the same percentage at A or B priority, based on full Karma expenditure for Nuyen) for his Deck, leaving him with a sizable (and very useful) remainder. He has 4 priorities to assign, 1 of which is relatively unimportant (alternate metatype selections do very little for him as a decker, too, so his capability as a decker doesn't suffer at all for going Human D).
A technomancer, in comparison, depends on 4 Attributes (Logic, Intuition, Charisma, and Willpower), must allocate a priority for Talent, and requires 8 or 9 skills. Her Talent priority can bridge the skills gap over, but she gets nothing leftover. And that's in addition to lacking the ability to directly augment her most used attribute(s), having Matrix damage go to Stun (resulting in a NASTY double hit from Biofeedback), having the eat seriously huge damage to use any of the abilities that were the point of making a technomancer in the first place, major losses both to flexibility and to her ability to protect her team's gear... And that's not even close to the end of it.
Basically, the hacker comes out with better attributes (including augmented Logic, probably 6 ( 8 )) and better skills, putting him a few dice ahead when both are fresh. Because the technomancer is going to be filling her Stun and Physical tracks faster, the hackers edge only grows over the course of a run. This is actually one of several reasons why I've come to suspect that the technomancer section is an afterthought.
Sorry for the delayed response.