Ok this is a thought experiment in the "what if" category.
What if a Technomancer took move by wire to become a JoaT?
The answer is below.
Do anything with a dice pool of @13-14 dice.
Yes, anything.
Not sure if it's worth it be interesting nonetheless.
Priorities:
A Resonance
B Attributes
C Resources
D Skills
E Metatype
Unnamed Hero
METATYPE: HUMAN
B 2, A 5, R 5(6), S 1, W 6, L 5/6, I 4, C 1, ESS 3.24, EDG 2, R 4
Condition Monitor (P/S): 9 / 11
Armor: 0
Limits: Physical 3, Mental 8, Social 5
Physical Initiative: 13+1D6 (16+1d6 with level 4 or 5 Machine sprite in his Move by Wire system)
Matrix Initiative: 10+3D6
Active Skills: Compiling 6, Computer 5, Electronic Warfare 5, Hacking 5, Registering 6, Software 5
<pistols 14 with machine sprite in gun and wires + smartlink>
<13 for most other skills that use equipment that can be inhabited by a machine sprite>
<10 for skills do not use equipment that can accept a machine sprite>
Languages: English N
Qualities: Addiction (Moderate): Coffee, Allergy, Common (Moderate): Coffee, Exceptional Attribute: Resonance, Restricted Gear: Move by Wire rating 1, Alphaware, Technomancer
Complex Forms: Cleaner, Puppeteer, Resonance Spike, Resonance Veil, Transcendent Grid
Augmentations:
Cerebral Booster (1)
Skilljack (Alphaware) (2)
move by wire (alphaware) (1)
cyberware cost: $121,500
Skillsoft network subscription (2) $10,000 <load any rating 2 activesoft to suit>
activesoft (2) $10,000 <perception?>
activesoft (2) $10,000 <pistols?>
Total base gear: $141,500
Starting $140,000+$20k (10 karma) = $161,500 - $141,500 = $20k to purchase armor, weapons, comlink, fake sin etc.
room for a bit more cyber down the road (another cerebral booster?)
I would be inclined to take JoaT for 4 karma post chargen as it will help this skill starve chappy acquire a few useful skills at rating 2 rather cheaply (for example Perception, running etc).