Thanks for the clarification, Chaemera. I am just trying to make sure that what I want to do with my technomancer's sprites has not already been written off as overpowered by most GM's.
I want to have my sprites do the rigging, while the technomancer does the hacking. I know, kinda' backwards, but after reading the abilities for the Tutor sprite in Unwired, I got inspired.
If my technomancer's team knew they were going to be facing a rigger, my technomancer would use his abilities, and his sprite's abilities, to prepare the enemy's drones for take-over (via the accounts created as per the rules Chaemera pointed out on pg. 97 of Unwired). Then, at the time of attack, his sprites would jump into the drones, thus taking care of the threat of threat of the rigger. The sprites I was thinking about using for the "jump-in" would be tutor sprites with the Skillsoft Gunnery (as per the "a tutor sprite may be given the skillsoft of a technical, vehicle, or knowledge skill as a complex form, chosen by the technomancer upon compiling" rule on pg 156 of Unwired.). Since gunnery is a vehicle active skill, I see that as a valid option. As an optional complex form, I would choose "Command" for the tutor sprite. In this manner, my tutor sprites would be able to use whatever weapon system enemy drones had equipped.
If my GM rules that the sprites cannot "jump-in", which is a perfectly valid thing to rule, since there doesn't seem to be any rules for, or against, sprites jumping into drones, I would want to have my tutor sprites operate the drones via remote control through the accounts created beforehand. The advantage to the sprites jumping in would be that once they jump in, the rigger can't do a damn thing to get them out his drones... I don't think... Which would be pretty nasty, so I would understand if the GM would want the sprites to only be able to operate the drones by remote control to give the rigger a chance to get his drones back.
Why go through all this trouble to steal drones with sprites? Well, if what I am thinking is acceptable by my GM, I wouldn't have to take command or gunnery with my technomancer, which saves some valuable build points.