The more I think about it, the less I think technomancers need major crunch fixes. Sure, the fade values of CFs are too high, what the scope of machine spite diagnostic power needs clarity, the cost/benefit analysis of lots of echoes are pretty poor, and the method of trying to direct connect through a wirelessly enabled datatap is suspect. In all though, these aren't difficult to address in a PDF (though it would have been nice if they were errata'd). Additionally, adding the analogous technomancer versions of magical traditions, diverse metamagics, mentor spirits, and foci (I never played 4th but paragons, streams, etc. fit the bill) would be a nice addition to technomancer customization and viability (though I would argue this would have been a nicer addition to data trails than AI PCs, really, how many AIs are shadowrunners?)
I think the biggest issue with technomancers is the fluff. The fluff does not match the crunch, making playing and generating characters confusing and frustrating. I guess a lot of the fluff is written from an outside view, what society thinks of technomancers, and hopefully the PDF could include more fluff from diverse technomancer perspectives to help address this. Some examples that have irked me:
"Very few [technomancers] are actually hackers, and only a few of those are talented enough to be shadowrunners." This has bugged and confused me. If very few technomancers are hackers, why are all examples of technomancers hackers? Or does this mean that the only way a technomancer can be a shadowrunner is if they are the few very skilled technohackers out there?
All of the verbage about Technomancers feeling more at home in matrix, comparing them to squids in the sea vs scuba divers (Deckers), that the matrix is more real to them than the meat. The only crunch connection to these statements are the +2 to matrix perception that technomancers get in VR and their built in DNI. I'm not doubting the benefit of these things, but I expect a squid to be a better swimmer, hunter, hider, when in water than most scuba divers, but deckers are consistently better and more adaptable at hacking functions than technomancers and seem more equipped to deal with more diverse Matrix issues than technomancers. Sure deckers have to invest in decks, but in terms of crunch, deckers with Resources A or B are likely to have bigger dice pools for more matrix actions than Resonance A or B technomancers. Additionally, this idea that technomancers are wiz programmers doesn't seem to pan out to me, as again, deckers sling code just fine and to more consistent effect than technomancers. Maybe because they need software skills for Complex Forms? Complex Forms aren't really matrix coding though... it's more akin to magic. The base code of CFs aren't even recognizable in the Matrix. So why should technomancers be so good at coding, and why are deckers consistently better than them at coding?
I would also like to get more information about the legal status of technomancers. Many players complain that technomancers are a "hard mode" character type due to their limitations, but I would argue that I am ok with them being hard mode but not due to their limits but to their status in the 6th World. Where do they need to be registered? What about bounties? Who is likely to try to sell them out? Should they really buy dummy decks to hide their abilities? What about Johnsons? Who will hire open technomancers? Who will try to snag them for their corps? I'm not sure this is fleshed out enough for players and GMs alike to really get a good grasp on playstyles.
Finally, so much matrix utility is for meat world application. Crunchwise: wireless benefits. Really what I want to see diverse ways technomancers get an edge in the meatworld precisely because of their matrix familiarity, not dump everything physical and want to stay in VR all the time and still not be good at VR actions as deckers. Again, I think this is more akin to magic. Magicians utilize mana and can explore the astral world, but they do most of their work affecting the physical world with all sorts of spells and spirits. The wireless Matrix allows data to be all around technomancers which they supposedly can swim through and manipulate like squids, but the fluff for technomancers as it stands shies so much from physical feats. Show us combat technomancers, stealth technomancers, facemancers, etc. I know i have tried to build characters like these and I think in terms of game design technomancers are better suited to be non-hackers, but really, I have no idea how they fit into the shadowrun universe because everything is so hacker focused.