I trust you'll find it unwarranted in this case, though. It's not NEW mechanics per se, it's just letting a RCC-user sub in Attack and Sleaze from new gear for certain matrix actions
Great. I'm definitely looking forward to Double Clutch.
This convo has really got me thinking about what I would do if I were designing hackers and riggers. Suffice to say "I'd make some changes around here!"
I do like 'tech specialist' as an archetype. We'd have three major roles in that archetype: decker, rigger, technomancer.
The baseline common abilities would be team network defense, cybercombat, and remote device operation.
Deckers would be defined by the cyberdeck and cyberjack, and their specialty would be Sleaze hacking - Probe and Back Door Entry would be theirs alone.
Riggers would be defined by the RCC (and maybe a new piece of cyber) and their specialty would be device control.
Technomancers would be defined by the Living Persona and their speciality would be Sprites and other weird matrix phenomena.
Any of these guys could hack loud, and any of them could Jump In if they got the ware/echo.
Cyberjacks could still be a thing, and we could come up with a rigger counterpart to the cyberjack that helps delineate them some more. For example, we could break up the function of the current Control Rig into two parts - one system that allows for jumping in, let's call that the Control Rig, and another system, let's call that the Riggerjack, that gives all the bonuses when you're jumped in, and who knows maybe additional bonuses for drone control.
Control Rigs would be feasible to get for Deckers, maybe like getting a lvl 1 Control Rig now, and the Technomancer echo would similarly enable Jumping In but without the bonuses.
I think that's a decent outline of where I would begin. fun to think about.