It's probably far, far too late to change this, but my biggest gripe with technomancers is that their living persona is shackled to their mental attributes. Because of this, they seem to have exactly one build. They seem to be far less flexible than any other archtype in regards to what race you can play, where you place your priorities, and what you are good at. I've seen combat deckers that have a bit of cyberware and who can do a passable job with a shotgun, or stealthy deckers who can also sneak into places, pick a few locks, tinker with some hardware, and generally be good at being hard to spot. Technomancers have to invest heavily into their attributes and their resonance priorities, leaving little left for strong skills, non-human races, or resources to get some cool gear, and in most situations I feel like they're still outperformed by deckers - technomancers just have a couple of little niches they fill well and tricks they can pull off that deckers can't, but, at least to me, the jury is still out on whether or not that trade off is worth it.
Ultimately, it seems impossible to build an effective technomancer hybrid. They have to go all in with their matrix stuff, and they typically aren't that diverse in how they approach it.