Most of the 'abuse' is actually from GMs denying Technomancers from being able to do things.
Like Machine Sprites not being able to use their Diagnostics ability to provide the bonus teamwork dice for using the devices. For example one common use for it, would be to use the sprite to run the diagnostics on a helmet, mask, or goggles to provide additional dice for Smartlinked guns, and sight perception tests. This would actually be pretty similar to a Mage using Analyze device.
Editor- The Main issue here is trying to figure out what Editor actually does better than the Edit file Action. Some people think it might allow you to ignore data bombs, or perhaps bypass file protection. I typically use it with a point of edge to do a bunch of changes in single round, but something should have to use edge to be viable in use.
Resonance Veil - here the question is exactly what counts as "Something happening in the matrix" In addition is the whole sustain duration that may or may not actually allow you to keep having things happen in the matrix that the target can see. I typically use this CF while i'm running silent, to make a fake decker appear, who mimics my actions, and makes it blatently obvious he's hacking the target.
Puppeteer - Some actions, I've seen GMs say are not allowed, simply because the control device/spoof command matrix actions can't do them. Like forcing someone to switch modes, or jack out.
Pulse Storm - The main question here is how long the noise lasts. Speaking of noise I'm not sure if that once you throw this on someone if they take negative dice but you can still hit them just nice. Or if the noise makes it so both of you take the negative dice.
Jammers - This is another possible one I've seen. By the rules as they are written, Technomancers are not devices, and Jammers only affects devices.
Trancendent Grid - The only question here is what grid you go to when it ends. Possibly your original grid, maybe you can choose which grid you want. (the last one would be kinda cool.)
Oh and some more advice
In physical combat, there is a few options you have a Technomancer. One is Reading the Defense, a way you could gain a +3 dice to your next melee attack against a target. Then there is Playing Possum, Or Murder armor to allow you to appear not a threat. Taking a martial art, and using a point of edge, you could use Neijia to use the high will power high Cha to blast spirits that attack you. Particularly useful if you're getting engulfed as you auto succeed the touch attack part. (Do note you probably don't want to be engulfed) And then there is also full defense, to add your willpower to your defense rolls.
As for a build.. I don't tend to make Omi-field Technomancers. I focus most heavily on the Matrix aspects of them, and not so much the drones either. Most of the time I'm told the builds suck because they can't do all the matrix stuff and physical stuff with the low stats the character has.
== Info ==
Street Name:
Name: Unnamed Character
Movement: 2/4
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Human
Composure: 12
Judge Intentions: 10
Lift/Carry: 5 (30 kg/20 kg)
Memory: 12
Nuyen: 1590
== Priorities ==
Metatype: D - Human or Elf
Attributes: B - 20 Attributes
Special: C - Adept, Magician, or Technomancer
Skills: A - 46 Skills/10 Skill Groups
Resources: E - 6,000¥
== Attributes ==
BOD: 3
AGI: 1
REA: 1
STR: 2
CHA: 5
INT: 5
LOG: 5
WIL: 7
EDG: 2
RES: 6
== Derived Attributes ==
Essence: 6
Initiative: 6 + 1d6
Rigger Initiative: 6 + 1d6
Astral Initiative:
Matrix AR Initiative: 6 + 1d6
Matrix Cold Initiative: 5 + DP + 3d6
Matrix Hot Initiative: 5 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 12
== Limits ==
Physical: 3
Mental: 8
Social: 8
Custom Ballistic Mask [+2] (Only for intimidation, Must be visible)
Astral: 8
== Active Skills ==
Animal Handling : 0 Pool: 4
Armorer : 4 [Armor] Pool: 9 (11)
Compiling : 6 [Fault] Pool: 12 (14)
Computer : 6 Pool: 11
Con : 5 Pool: 10
Cybercombat : 4 Pool: 9
Demolitions : 0 Pool: 4
Disguise : 0 Pool: 4
Diving : 0 Pool: 2
Electronic Warfare : 4 Pool: 9
Etiquette : 1 Pool: 6
First Aid : 0 Pool: 4
Forgery : 0 Pool: 4
Free-Fall : 0 Pool: 2
Gymnastics : 1 Pool: 2
Hacking : 4 Pool: 9
Hardware : 6 Pool: 11
Impersonation : 0 Pool: 4
Instruction : 0 Pool: 4
Intimidation : 0 Pool: 4
Leadership : 4 Pool: 9
Navigation : 0 Pool: 4
Negotiation : 0 Pool: 4
Perception : 0 Pool: 4
Performance : 0 Pool: 4
Pistols : 6 [Semi-Automatics] Pool: 7 (9)
Registering : 6 [Machie] Pool: 12 (14)
Running : 1 Pool: 3
Sneaking : 6 [Urban] Pool: 7 (9)
Software : 6 Pool: 11
Survival : 0 Pool: 6
Swimming : 1 Pool: 3
Tracking : 0 Pool: 4
== Knowledge Skills ==
== Qualities ==
Exceptional Attribute (WIL)
Focused Concentration (Rating 2)
Quick Healer
Technomancer
== Armor ==
Chameleon Suit 9
Custom Ballistic Mask 2
Forearm Guards 1
== Weapons ==
Ares Light Fire 70
+Smartgun System, Internal
Pool: 7 (9) Accuracy: 9 DV: 6P AP: - RC: 1
Unarmed Attack
Pool: 0 Accuracy: 3 DV: 2S AP: - RC: 1
== Commlink ==
Living Persona (ATT: 5, SLZ: 5, DP: 5, FWL: 7)
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
== Gear ==
Ammo: Capsule Rounds (Light Pistols) x40
Ammo: Stick-n-Shock (Light Pistols) x20
Cram x4
Jazz x2
Long Haul x2
Pepper Punch x8
Psyche
In the spoiler is a very rough Technomancer build. It still has a lot more work to smooth it out a bit. Like negative qualities But I'll explain some of the reasons we I've selected what I did..
The first is Capsule rounds. You have piss poor accuracy, but Capsule rounds help with that just a little bit by only needing a grazing hit to do some pretty massive damage with the toxins they carry. Pepper punch is a fairly strong contact vector toxin, allowing the Technomancer to do some pretty heavy damage without having to carry around that big of a gun or be even all that agile to use it.
I spent 10 karma to increase Str +1 which allows you to wear +3 more armor and increases the dismal physical limit by a point. Combined with a chameleon suit, you've got a stealth limit of 5, or 6 if you've got a machine sprite assisting, which is a fairly respectable limit for stealth.
I forgot to put this in.. But usually in the forearm guards I put in bio-monitor and auto-injector so that I can juice myself as needed.
I'd also end up picking up other CFs with the 15 karma I have left, trying to keep as close to 7 karma left so we can submerge as quickly as possible. One thing Data trails did give to Technomancers sort of is the ability to complete a task of some kind to lower submersion costs.