I agree that technomancers should have a Resonance-based way of being an effective hacker. You know I have advocated for that for a long time.
They just don't.
The way the Matrix is set up, technomancer hackers need the same skillset at deckers anyway (plus their technoskills) because they need to be able to get marks to do any host work (basically, they need to max hacking dicepools). This is their fundamental problem. If you have to be as skillful as a decker anyway, it would be redundant to use technomancery powers to get a job done.
So to me, the way to optimze a technomancer is really to just play one like a decker, trading some benefits of a deck for the benefits/issues of a technomancering.
This build isn't emblematic of a "brain-decker" (I probably have one posted somewhere), but uses similar concepts (use Resonance just to get a living persona. Use 'ware/drugs to boost living persona stats and matrix dicepools and to cover physical limitations that less 'wared technos usually have). I think most of my brain-deckers end up being something like EDCAB (high natural skills and 'ware boosted attributes instead of the skillwire techno with very low natural skills).
Basically, techomancers are just deckers who choose a Resonance C living persona instead of a Resources C Deck. It's mostly a cosmetic trade-off but not entirely.
Deckers can shove more 'ware into themselves, can often start with more edge (important for hacking), and get the benefits of a configurable deck, programs, agent, and not always taking so much direct damage.
Technomancers, even at low-resonance, don't have to pay for a deck, can get a living persona that is quite beyond most purchaseable decks (especially with the use of 'ware/drugs), can access sprites and CFs (don't discount OS basically becoming a non-issue), a few meaningful echoes (while skinlink and FFF are basically the only worthwhile echoes, they are both very worthwhile).
Their hacking style is going to be similar... Configure persona with drugs/programs, do matrix actions (often with assistance of agents/sprites), get out. Skinlinked technomancers with Static Veil/Cleaner get the benefit of taking their time, but often at the risk to their own safety in ways that deckers can more easily avoid.
So I think technomancer hackers work best rules as they use Resonance mostly just for the living persona. As they are, Resonance is generally so much more limited than Magic, and comparing them directly doesn't work. Magic 6 is great for full magicians because they can use that magic rating powerfully in a lot of different areas. Technomancers, not so much. Having a living persona is what makes a technomancer, and you only need Res 1 for that. The value of the persona is based on mental attributes, where investing in 'ware goes a lot farther.