Technomantic ...
First suggestion: change the name. 'Technomantic' is far too close to 'Technomancer', and the former definitely suggests the latter. 'Technomystic' would work better, IMO.
Technomantic Shaper (10 points)
Your familiarity and understanding with magic and technology has allowed you to mitigate some of the challenges with combining the two. You must be Awakened to take this quality.
Reduce the Object Resistance Dice Pool Modifier by one level.
The level can be reduced no lower than "Natural Objects"
Hm. This ... *double checks Object Resistance* This is not a small thing. The
minimum you are doing is hitting the object with a -3 dice pool penalty. Because reducing 'Highly Processed' to 'Manufactured High-Tech' is lowering it by 6 or more, I wouldn't allow it to reduce it by one level. Otherwise, it reduces the dice pool by -3. If you want this to just do that, great - find out what Quality (if any) reduces the opposition's dice pool by 3, and ballpark this off of that Quality. If there is none (and I don't think there is), have it reduce the object's pool by a flat -3, minimum 3 dice (i.e. that of natural objects), and jack the price to 15 karma.
Technomatic Harmony (3 Karma)
Reduce the dice pool penalty for applying Health Spells to Low Essence characters by two, to a minimum of one.
Again, look up other two-die penalty reductions. I'd be willing to bet they're worth more than 3 karma.
Technomantic Attunment (15 Points)
You can ignore up to one point of essence loss from cyberware for purposes of determining your magic or resonance.
Hm. ... 15 points I can agree with, I think.
Shielding Metamagical Qualities
Honestly, all of these are good ideas, but none of these are quite right - and should be either items studied as techniques, special actions for someone with the right metamagic, or else new metamagics entirely.
Mass Shielding (7 Karma)
This Quality costs 10 Karma. The Initiate can protect an area with her Counterspelling equal to her Magic Rating + Grade in meters or a number of individuals within LOS equal to her Magic Rating + her Grade. This is a popular Quality amongst military and mercenary magicians.
You're doing multiple possible things here; as a consequence, I think you need to split it up.
Expanded Shielding (Technique, 5 Karma): As a simple action, the Initiate can add her Initiate Grade to the number of individuals she is protecting as well as to her Counterspelling dice. This requires a simple action for every combat Turn in which the Initiate desires to use it.
Area Shielding (Technique, 5 Karma): As a complex action, the initiate can protect with Counterspelling an area with a radius equal to one-half her Magic Rating + Intiate Grade in meters (or her Magic Rating + Initiate Grade in diameter). This area is centered upon the Initiate; this cannot be changed.
State of the Art Shielding (20 Karma)
This quality allows the mage to add their shielding dice to any roll to resist critter powers or abilities that rely on magic.
Hm. This ... is a significant upgrade. Learning how to intercept the wide variety of weird magic-based Powers of various critters is something that's going to require an overall advancement of your knowledge of magic, which is why it says to me that it would need to be a new metamagic that requires Shielding.
Paranormal Shielding (Metamagic, requires Shielding)
The mage has learned to recognize the magic in, and thus defend against, the magical abilities of paranormal critters. This is an imperfect interaction, however; the mage may only apply 2/3 of his Counterspelling dice against critter powers.