Leadership specialists can get the small unit tactics knowledge skill to supplement their leadership skill, and use the combat maneuvers from Run & Gun. Too bad they made tac-nets so prohibitively expensive.
Resources A and Restricted Gear works for a Pi-Tac 2. Combine with small unit tactics.
Take it farther by
A: Being a technomancer that uses sprites on their Pi-Tac 2 to give everyone connected to the pi-tac extra bonuses to perception, sneaking, and (likely) automatics. (talk to gm)
B: Get a cheap RCC and drones with small unit tactics and weapon to teamwork. Drones can be part of the tac network for to make their low dicepools decent, and they can teamwork small unit tactics tests.
My favorite builds now that were challenging but work are technomancer hybrids that both hack and do something else. The erata that gives them extra skills and a few more free CFs make them much more doable. Previously, you could make a hacking technomancer (either a Res 1 braindecker or a petnomancer) or machine sprite focused non-hacker that can help out the decker with complex forms.
Technomancer/Faces I think have become my favorite.
My two favorite ways to go about it:
Poor face who becomes an increasingly capable as hacker and social infiltrator type in play like (pre-erata) Know-it-All.
https://drive.google.com/file/d/0B6kA-rvHAq-rT1RKMW5VMUNTZkk/view. With extra skills and more starting CFs he can be much more competent at game start.
Drugs/Ware boosted brainy face. Something like an EDCAB Res 1 character with two essence of bioware. Raise Resonance back to 2 in game and you have a functional hacker with functional sprites, can use drugs to boost your physical prowess, mental prowess, and living persona, and have the skills/qualities/gear/ware to also be an effective face. Sprite assisted social armor can go a long way if your GM doesn't ban it.
As for your concepts:
Naga B&E specialist seems like it won't work.
I just don't like making AI characters so I wouldn't even try.
Cyclops Drone RIgger would work fine.
I also tend to stay away from shapeshifters.
Aspected Enchanters for a lot of builds. They make fine Magic 1 Private Investigators (EBDCA). Yay Reagents! Folks can play alchemist deckers, but they make decking even clunkier with clunky alchemy rules. Alchemist archers/shotgunners also work ok as combat characters. The biggest deal with alchemy is just its clunkiness (multiple step process to cast a spell and sustaining/potency bookkeeping). It's why I like the Investigator alchemist the best. They rely on their Magic D enchanter basically just for a magic rating and assensing, but can learn alchemical support spells that are used specifically more for permanent/immediate spells than anything else (things like fashion, makeover, and compel truth come to mind).