Disclaimer: With Aaron's answer about diagnostics on Muscle Replacement being that it'd basically work on anything you'd use muscles for, I thought it'd be amusing to try and see what the best streetsamurai technomancer is that we could make. This does not mean I think this is a good ruling, or that it is one that I employ. What actions "use" Muscle Replacement is vague, but since it, you know, replaces your muscles I've just taken it to mean all physical actions, since they all do. Let's not turn this into a debate about the ruling; it's just a thought experiment.
I did some messing around, and with A Technomancy, B Resources, C Attributes, D Metatype, E Skills (tried shuffling it around, but the only possibility I see is swapping A and B. We need Resonance 6, we need Edge for registering/compiling, and we need money. Not too far you can go with that. I hate wasting those complex forms though, but I suppose you could use -some- of them with a low Software + Edge...) I ended up with a build that has decent dicepools, though it's very... rough and single minded, let's say.
First numbers are before augmentations/specializations. Apart from main battle skills, skills were haphazardly chosen:
I got there by applying Alpha grade Muscle Replacement R2, Alpha grade Wired Reflexed R2 and a standard R2 Reaction Enhancer. That leaves us with only 1 Resonance, but 9 dice for Compiling and Registering Sprites -should- be enough, especially with some Edge, since Diagnostics can run basically forever. Could probably even crank out some other sprites for some versatility every now and then (preferably during downtime when we can afford some mishaps).
Now, a L6 Machine Sprite will get 4 hits on Diagnostics on average, but we can benefit of up to 6 hits at a time. We'll get that eventually, so 6 hits is what I'll base the snapshots at:
Shooting Assault Rifles: 6 (skill) + 2 (specialization) + 8 (Agility) + 6 (Diagnostics) = 22
Dodging: 8 (Rea) + 3 (Int) + 6 (Diagnostics) = 17
And like 13-17 dice for Gymnastics and stuff.
You have 10k left for your gear and such... better spend some karma on nuyen? :p
It's a pretty painful build, I've got to say, but at the end of it you are -very- good at what little you do. I don't think Street Sams tend to get to those numbers. With some downtime you could get Diagnostic buddies for allies' guns too, or some Matrix-help. Anyone got a better idea for streetsam Technomancer?