This is my first attempt at making a Technomancer. It is somewhat min-maxed (Strength/Agility/Reaction all at rank 2), so this may risk the wrath of certain GMs. It follows [Skills/Attributes/Technomancer/Human/$$$] for priorities [A/B/C/D/E], and requires an additional 10 karma (from the "codeblock" negative quality) for a total of 35 karma spent at character creation. 30 of this is spent on attributes, and the remaining 5 is used for nuyen.
https://docs.google.com/spreadsheet/ccc?key=0As8d_1zmPW0fdGtnTkhrVV9rS0dpNFZ5amdoZ2VGUHc&usp=sharing#gid=0What I wanted to make was a character that was awesome at one particular type of hack (undetected), and decent at a bunch of other "backup" skills. It depends on using an edge point to cripple a host's data processing (push the limit on Diffusion: Data Proc), and then hacking with impunity from being spotted. If that fails, it's 13 dice for all Cybercombat/EW/Hacking rolls and an army of registered fault sprites (up to level 6 if you aren't scared of physical damage from drain).
For non-matrix stuff, this build also has decent dice pools (6+) for all athletic skills, sneaking, con, etiquette, and perception. Using a Taser with a Laser, It can roll 13 dice on a ranged attack after taking aim.