Like I said in the OP, I think compiling is very strong because dice pools scale at Level x2. See my other thread on whether summoning is too strong . Even here, compiling is weaker than summoning due to the OS rules. If you accidentally leave a sprite out too long and don't register it, your physical location gets reported to the authorities.
If you selectively remove all capabilities you don't agree with or that make an option ("too") strong, then yes. The end result will be underpowered.
Registering a Level 6 sprite is the same as summoning a Force 12 spirit (or Level 12 sprite). They resist with 12 dice and you take fading equal to 2x their hits. Unless you want to say that it's easy to summon Force 12 spirits, I doubt people will be registering Level 6 sprites.
Its the exact same as binding a Force 6 Spirit. And yeah, I'd do it. Its 8S damage, on average. With Resonance 6, Willpower 5, I soak an average of 3 of that damage. Lets say I have Body 2, so I heal an average of 3 damage per hour. Not counting medical care. That's one Sprite per 9 hours, or Sprite per day--two per day on average with some first aid. And for that I nab a quasi-permanent bonus, lasting until the Sprite gets murdered. Sounds like a great way to spend a day off.
I think that's the same with all of the spells I used as comparisons? By the way, Puppeteer requires 3 net hits before they can do a Complex Action. 1 net hit only lets you make them take a free action.
With the Dicepools I was just throwing around? Three net hits are easy. Sure, the ability takes Edge, but its a one-hit-kill. It might be the same with Magic. I'm learning systems one at a time. I haven't gotten to Magic yet.
I'm not saying complex forms are useless. I'm saying their Fading seems much higher than comparable magic spells. Assuming you're not playing with stealthy technomancers, is there some other factor which justifies the higher Fading
There's no such thing as Matrix Counterspelling or Technomancer Resistance, like there is for normal Counterspelling and Magic Resistance. Mages are balanced around occasionally failing. Technomancers are reliable, but higher cost and more limited in scope.
Also, they can one-shot things.
Also, spending your starting Karma on 2 Submersions
This is not permitted,
Citation?