Some good thoughts there. Just a note, Im just using the main book. Where are all the hacking upgrades you are referenceing? Did I just miss them?
They're in
Augmentation and they provide bonus dice to logic-linked skills which include all computer related skills. Since you're just using the main book, your choices are more limited. However, the broad outline of Umaro's point is still true.
A technomancer is much better at hacking than a mundane hacker. They just pay out of the nose for the privilege. Thus, technomancers are best at "van hacking" where you are a hacker that stays in the van in a coma. A mundane hacker's advantages is being slightly better at some off tasks (baring sprite use) and the ability to do non-hacking related things well. It's easy to make a mundane hacker that's also good at combat. This is especially true with just the main book since Wired Reflexes 2 works so well for AR hacking.
Now one problem with technomancers is that with just the main book, you're restricted to the Cyberadept stream which is one of the weaker streams.
Unwired introduces streams that allow a technomancer to use other mental attributes instead of Willpower to resist Fade. I'm not sure I'll recommend getting
Unwired. While there's some quite important things for hackers in it such as the other technomancer streams and program options, overall it's not very good.
However if you want to stay mundane, you can still get it to work. I'll get Hacking 6 (lower or remove cybercombat). Follow Tecumseh's advice about the Electronics skill group. You also have Software listed twice. For the rest of your skills, I would think about dropping them or getting them at 1 or 4 (for better karma efficiency). Personally, I'll drop forgery (only good for forging art) and dodge (the three extra dice won't help you much). Also I wouldn't get specializations at creation due to their cheapness with karma. I'll considering raising first aid to 4 for reasons I'll discuss later.
Qualitieswise, you should cap out your negative qualities. They add flavor and give you needed points. I'll also drop Natural Hardening. If you really are worried about Black IC, get +1 willpower or be willing to AR hack.
Now for gear. This requires a big overhaul. Basically you have a lot of nifty ware. It's cool but actually not that important. I'll drop everything you have now until you're sure you have your bases covered. I will admit that my suggestions will turn you into a poor man's street samurai. However, it's cheap and indirectly helps with hacking. Wired Reflexes 2 is still a good buy even if you have combat paralysis*. +2 reaction helps and you get 3 IPs. This also means you can AR hack as fast as VR hack.
Then I'll get a cyberarm of awesome. I explain how cyberlimbs work
here. Since you're a hacker at heart, here's my suggested loadout.
Full Obvious Cyberlimb 1 15000Y (Left or Right, whatever your dominant hand is)
Customization: Body 6 Strength 3 Agility 6, 6 levels customization 9000Y
Agility Enhancement 3 [3] 750Y
Body Enhancement 3 [3] 600Y
Commlink [2] *2000Y (Moved at no change in cost)
Armor Enhancement 2 [4] 600Y
Datajack [1] *500Y (Moved at no change in cost)
Free Slots [2]
Total Price: 1 essence 28450Y (25950Y if you just move your existing cyberware)
That gives you an 9 agility with the arm and an overall body of 5. With Pistols 1 and a smartlink, you'll be rolling 12 dice which more than acceptable. The body gives you an extra die for resisting damage and maybe the ability to wear heavier armor. You also get +2/+2 armor and a physical condition monitor box. You're not a street samurai nor can you sneak well. But if you have to be on site, get ambushed, or dudes attack your van, you can at least help. With the two free slots, I'll either buy Armor 3 in play or leave it open for a Nanohive (found in
Augmentation). After these purchases, I'll then look into nifty ware.
I'll also look into cerebral boosters 3 during play. It looks like you're digging the logic skills and cerebral boosters help those. They don't help with hacking, but they'll help with first aid, hardware, and software. If you have cerebral boosters 3, first aid 4, and a first aid kit, you'll be rolling 18 dice. That's 4 boxes healed on average. I suggest that you ignore the boxes healed is capped at skill rule (SR4A 252) or at least let the medkit "raise" it to 6. Otherwise, you're going to run into cases where you'll be better off not knowing anything about first aid.
*- You end up with Initiative 12 roll 6 dice. That's Initiative 14 on average which is still okay. You'll get 16 without combat paralysis.