From what I can tell from my own recent technomancer build, and from what I've read on here, technomancers are typically point starved builds, no matter what BP allocation you're working with. There's just so much you have to spread it around to - that's the normal state of affairs. With that in mind, I would suggest it is a bad idea to burn 50 BP on nuyen. You don't need that many drones to begin with; it may be more than you want to manage, and it's a lot easier to come by money in play (or get the drones by other means, IE, theft) than to get Karma. If you keep the numbers lower, too, it's easier to get Machine Sprites to take care of most of your drones.
The thing with technomancers, as well, is that the base rating of their complex forms isn't a great measure of their ability - it's far more important to consider the sprites that they can get to help them (having them act independently when registered or directly assist you by, say, adding their rating to Complex Form ratings), and their ability to thread Complex Forms to upgrade them on the fly - but with that sustaining modifier, you don't want to be doing too much of that at once. In other words, technomancers find their strength in their ability to improvise, to create the right tool for the job or upgrade an existing one so it can do it.
If you want to be jumping in often, I'd suggest having the appropriate vehicle skills, obviously, in addition to the Electronic Warfare, Hardware, and Software skills. Cybercombat could come up, and if you want to do some hacking make Cracking a group. Mechanic skill if you can afford it after grabbing perception, dodge, and Infiltration or the stealth group. Rigger with a bullet in his head isn't much good, is he? Just remember that in the case of most skills where you add a complex form rating to your dice pool, you can thread the form or have a sprite improve it (must be registered). With that in mind, make sure your Compiling, Registering, and Software are all high - Decompiling you can probably get away without.
As for Complex Forms, make sure to grab ECCM, Stealth, Attack, Armour and/or Shield, Exploit if you expect to hack, Scan, Analyze, Sniffer, Spoof, and Track - so you can deal with jamming, fly under the radar, buy yourself at least a little time if someone tries to track your ID down (if you're using Sprites for pilots, only another technomancer would be able to do anything with your drones that way, but it's valuable all the same for staying in the shadows), cybercombat - which may not be of your own choice, finding wireless nodes for, say, interfering with an enemy rigger, finding stealthed icons in your drones in case of an enemy trying to hack them, finding wireless traffic and an access ID so you can take some degree of control of another rigger's drones. Command is also obvious for remote control purposes, but with the limitations on Remote Control I would definitely avoid spending too much on that.
If you keep at least a couple of sprites registered, learn to love threading, and make sure your Fading Stat is high, you can get around what looks on paper to be weaker, by being flexible and being able to allocate your strength to where you need it on the fly.
Disclaimer: I haven't played a whole lot of SR thus far, so much of this is pure book analysis and what I'm getting from reading other posts on this forum. I may be wrong, but this is as best as I've been able to figure out.