Dronomancers, in particular, can offer a lot. They can get serious help repairing things using the Diagnostics power of their Machine Sprites - with the help of a Tutor Sprite, they can even get away without the relevant Technical Skill. They can run multiple drones through Machine Sprites, which tend to be more effective than Pilots due to the fact that Sprites are not limited by node Attributes - a Rating 6 Machine Sprite gets Response 6, Pilot 6, Firewall 8, and Rating 6 Complex Forms even on a System 1, Response 1 drone - and it doesn't have to worry about processor limit.
Jumping In is a simple action, though oddly Jumping Out doesn't seem to be defined - assume the same as the action it is the reverse of, I suppose, so another simple action. This WOULD mean that you can't, say, Jump Out of a drone, into another one, and have that drone act all on the same initiative pass. But in Hot Sim VR, you start with 3 Matrix Initiative Passes, so you can use that to your benefit. Further, you can still use remote control, communicate with sprites/agents, and other such things while jumped in.
If you want a high number of autonomous drones as a Technomancer, I suggest going for high Charisma so you can register a high number of sprites - Elves tend to be the best choice for sprite-heavy Technomancers for this reason. You might also want to look at the Architect or Daedalus as a Paragon - I'd suggest Daedalus as that would also offer the bonus to Hardware rolls so you can upgrade stuff more easily, but that does have the cost that there'd be penalties for anyone else to use the stuff you upgrade or build.