The basic ideas:
First, be aware that as a Technomancer, you are trading the ability to do anything useful in physical combat (meaning, in your body - you can still rig) for Real Ultimate Power on the matrix. If you don't want to make this trade, be a hacker instead. You will be very tight on points at chargen as any sort of Technomancer, but the flipside is you have nothing BUT drones and vehicles to spend money on post-chargen; with that in mind I actually suggest cheaping on the gear at chargen and then buying stuff like helicopters later.
The way to Dronomance is actually pretty simple. You can effectively be a Human or Ork (Elves and Dwarves waste points but don't actually lose stuff you need, Trolls lose stuff you need); which depends on (a) do you care about not having a 1 strength [there's no practical problem but some people don't like dumpstats] (b) do you want a 4 body, or is 3 enough?
Resonance 6. No excuses. Intuition 5, maybe 6 if you can scrape up the points. Logic 3 (you don't really care about having more, but having less leaves you unable to get enough CFs). You can dump all your physical stats (although I don't advise dumping your body below 3, because while you cannot shoot people in your meat body you might still get shot AT), and your Willpower. You cannot dump your Charisma because it limits your number of registered sprites, which is super important, but you don't need tons and tons of it either; 3 is the lowest I'd go. Edge is edge and depends more on how your GM handles edge refresh than on what type of character you're playing.
CFs: You need Exploit, Stealth, Analyze, and Command at 6 no matter what. If you are missing any of these CFs, you will have severe problems with life. Depending on how your GM runs the matrix, you may or may not want Spoof and Disarm. Spoof is needed for (a) if your GM uses slaving of nodes a lot and (b) it is one of the only useful options you have in meatspace combat. I generally recommend it but you might get away without it. Disarm is needed if your GM has agents or hackers hanging out in nodes and continuing to scan with Analyze after you have hacked in and not been seen; you can Disarm their Analyze so you are safe. You can also Disarm the node's Analyze so you can then screw around and not get caught. I like it but it is cut-able. Do note: either don't buy them, or buy them at 6. Due to the way buying CFs with Karma works, doing anything else shafts you super hard.
You also probably want to cough up 1 bp to have the Mute program option always on your Exploit program.
Qualities: Technomancer (duh). Codeslinger: Control Device. Paragon (take your pick of 01 or anyone who gives you +1 to Machine Sprites, you don't really care about anything else). If you want to spend more on qualities, you could Surge for useful things like Metagenic Enhancement (Intuition). You could also grab Analytic Mind, which is not really necessary if your GM runs threading as written but is necessary if your GM houserules it so you can't just keep retrying by keeping no hits and re-threading, as it's an action that takes no time.
Skills: Gunnery 6, Hacking 4, Compiling 4, Registering 4. These are core skills for a Dronomancer.
Electronic Warfare 1; more EW gets you diminishing returns on how useful it is.
The Electronics Group: Okay, you really want Software 4, and you should have Data Search and Computer of at least 1 or you cannot use some important matrix abilities. You can cheap on points by doing that for 24, or you can just buy Electronics 4.
Infiltration and Perception: You use these to make tests while controlling drones. You can use Biowire later to get them for nuyen, but you might not want to wait that long.
Pilot: you should probably have Pilot Groundcraft and Pilot Aircraft at 1, but you don't really need to be The Best at these to be useful; your skill at "piloting" has more to do with your initiative,gunnery, and infiltration.
Useful drones you should probably start with: something small and stealthy, like a Flying Eye drone from Spy Games. Something that you can hide in and fight from, like a Doberman or Steel Lynx with a rigger cocoon. Starting with a car might be nice. You really cannot afford the points for a lot of gear, and post-chargen will have nothing to spend your pay on but drones, so don't go overboard here.
How Do I:
Rig? You hot sim, and then Remote Control. No, you don't jump in. Jumping in is silly, and not a good way to rig unless you are a very, very bad rigger in which case it makes you a little less bad, or as a last-ditch way to stop someone from hacking you. RC is based on your command complex form, so thread it up a little and then have a Registered sprite assist operation on you so you can get yourself a 12 Command. Also, you can get a machine sprite to Diagnostics your drone for more win. Then you pwn things. Use fully automatic weapons because it's a complex action to shoot anything. Pew pew!
Also noteworthy is your ability to get crazy high Infiltration checks (Command 12 + hotsim 2 + Diagnostics + Codeslinger 2 + Infiltration). You can also Control Device other fun stuff like Medkits, if your GM allows it; you might need to get one of those doctor drones to do this. In general, anything you can do remotely you can be super awesome at.
Hack? That way you got yourself Command 12 for a short time? Get Exploit and Stealth 12. Hack in and grab what you want. If people are using Slaves to stop you from hacking, use Spoof instead. You can as discussed above use Disarm on analyze to stop them from catching you once you're in. The mute option on your Exploit is handy for delaying alarms so you can smash-and-grab.
Do not cybercombat. Cybercombat is (a) dumb and pointless and (b) if you die in the matrix, you die in real life. If you have to, get sprites to do it for you. Fault Sprites can WTFPwn anything on the matrix. Paladin sprites (which, as a dronomancer, you'd need Sprite Link for) can stop things from wtfpwning you.