I agree with Hobbes on most things except that so much Shadowrun hacking is about host work, and getting a mark on a host is not easy for a beginning technomancer (at least until they get skinlink), especially if not using sprites. The problem with being good at threading and mundane cracking is that it can feel redundant. If you have the tools to conventionally hack just to get that mark, than you don't really need anything else.
That In-Debt is too much. I cringe at it for you. That is the defining characteristic of this character no matter what else you explain about it and will make actually playing the character not fun. All of your paydays is just going to debt interest, you need to a ton of money on hand to actually pay down the debt to get rid of the quality, not to mention 30 additional karma. Any build that requires that kind of debt is not functional. Combined with Prototype Transhuman (another very particular and character defining quality) the sheet starts to look flimsy, even for a technomancer.
And you are a technomancer that bought a Pain Editor? Probably the best thing about a technomancer is that they can get an essence free and undetectable one in play with their second echo. Do not waste money/essence on a pain editor.
My hacking-technomancer advice:
Be a "brain-decker." A technomancer that goes about the matrix much like a decker, using low Resonance to just get a living persona instead of a buying a deck. Shadowrun matrix work is designed for deckers, unfortunately. Technomancers can do well as hackers if they act more like deckers (especially if you are avoiding clunkiness of sprite hacking).
Your Resonance C buys a living persona. As long as you have a point of Resonance, you can hack. Resonance IMO is just not as important to Technomancers as Magic is for Magicians. Your Mental stats become more important because they are both your matrix limits and the base of your hacking dicepools. You also can't reconfigure them. So you want them generally very high, including 'ware boosted. You can then use drugs to help boost stats and add dice/limits when you need to.
You then use the easy complex forms that are remarkably helpful for decker style hackers... the OS management ones... basically Cleaner to keep OS low and Static Veil to hold onto marks for as long as you are awake.
My goto human hacking technomancer priority selection tends to be:
E Human (put point into Edge... Edge 3 is as low as I am usually willing to play as a hacker).
D Stats (Low, but will be compensated for)
C Resonance (You are just after a living persona).
A/B Skills (This is a build that I actually like skills A in. Especially if you do plan to use Machine sprites for other things.)
B/A Resources (B Resources is usually enough as you only have two essence worth of 'ware to burn)
Here is a quick mockup without contacts/knowledge/gear (though I prob have so many versions of this somewhere):
Karma Spent: 21 on PQ, 25 on Body, -25 on NQs = 4 karma remaining. I know you are ok with Strength 1 so I left it as such, but you could ditch Drug Tolerant and and buy Strength 2 with karma, upping your Physical limit to 4.
Nuyen: 37k+ remaining to cover your starter gear needs and a vehicle.
== Personal Data ==
Human
Movement: 8/16 (2m/hit)
Swim: 2.5 (1m/hit)
Composure: 8
Street Cred: 0 Judge Intentions: 8
Notoriety: 3 Lift/Carry: 4 (15 kg/10 kg)
Public Awareness: 0 Memory: 12
Karma: 0 Nuyen: 37,380¥
== Priorities ==
Metatype: E,0
Attributes: D,1
Special: C,2
Skills: A,4
Resources: B,3
== Attributes ==
You can start with Strength 2 if you want. You could also drop Willpower to 3 and up Logic and/or Intuition
BOD: 3 CHA: 3
AGI: 1 (4) INT: 4 (5)
REA: 3 LOG: 4 (6)
STR: 1 WIL: 5
EDG: 3 RES: 1
== Derived Attributes
Essence: 4.01 Initiative: 8 +1d6 When on Psyche and Cram with Narco, this goes to 12 + 2d6, a very acceptable level for a non combat role
Physical Damage Track: 10 Rigger Initiative: 8 +1d6
Stun Damage Track: 11 Astral Initiative:
Physical: 3 Matrix AR: 8 +1d6
Mental: 9 Matrix Cold: 11 +3d6
Social: 6 Matrix Hot: 11 +4d6
Impassive: -1, Does not include Intimidation.
Astral: 9
== Active Skills ==
All of the non-maxed/non-skill group points are pretty discretionary. They can be moved around to your liking
Compiling: 4 (Machine)
Computer: 6
Con: 3 (Fast Talk)
Disguise: 4
Electronic Warfare: 6
Etiquette: 1 (Corporate)
Gunnery: 2 (Ballistic)
Gymnastics: 3 (Climbing)
Hacking: 6 (Hosts)
Hardware: 6
Palming: 4
Perception : 6 (Visual)
Pistols: 6 (Semi-Automatics)
Registering: 6 (Machine)
Sneaking: 4
Software: 6
== Knowledge Skills ==
== Qualities ==
Cram is better than Jazz for technomancers, because it is a psychological addiction test that they are better suited to resist. It is also long lasting (set it and forget it for the run, but RP it). Psyche is like technomancer hacking programs. Strong boost to dice pools and matrix limits on the cheap. Starting with addictions for these are like free karma, but if your GM is ok with it, go for it.
Addiction (Mild) (Psyche)
Addiction (Mild) (Cram)
Drug Tolerant
Impassive
Jack of All Trades Master of None
Otaku to Technomancer Resonance 1 is rough on Fading, this helps a bit)
Quick Healer
Technomancer
Weak Immune System
== Cyberware/Bioware ==
Cerebellum BoosterRating 1
Cerebral BoosterRating 2
CyberearsRating 1 (alpha) Technically having a Res 1 may make doing matrix work with Noise around difficult (Res = Device Rating of persona). Some Antennae will make that not an issue for wireless work.
+ Sound Link
+ Antennae
+ Antennae
+ Antennae
Mnemonic EnhancerRating 1 (alphA)
Muscle TonerRating 3 (used)
Narco Good for everything! Psyche +Narco combo gives +2 Reaction +2 Int +2 Log and +1d6 initiative. This is a big boon to hacking, defense, initiative, living, etc.
Sleep Regulator
Tetrachromatic Vision
== Weapons ==
Unarmed Attack
Pool: 3 Accuracy: 3 DV: 1S AP: - RC: 2
== Commlink ==
Living Persona (ATT: 3, SLsZ: 5, DP: 6, FWL: 5)
==Complex Forms ==
Static Veil
Cleaner
Resonance Veil/Puppeteer
This kind of build lets a technomancer function as a hacker and also not be a liability in the meat. It also lets them grow into their technomancer powers in a faster, more satisfying way. Basically your first 40 karma goes to getting Skinlink, raising Resonance to 2, and then getting FFF (techno pain editor).
Character at start can run six Lvl 2 Machine sprites running diagnostics. At Res 2, you can compile L4 sprites to meaningfully help in the matrix (especially a Crack for teamwork limit boost on Crack Files, a Fault sprite to cover an escape, a Gremlining Machine Sprite).