Your problems stem from Karmagen and BP-gen being different, and you doing things that are totally sensible in BP-gen but bad in Karmagen.
Logic streams are good for being able to use 'ware effectively. I think you get even more benefit out of 'ware in karmagen as a technomancer. If you want to use 'ware, stay Logic. If you don't, I would go Charisma and switch Charisma with Logic - you really only need 3 logic, and Charisma boosts your number of registered sprites which is very useful. Logic 'mancers do have the worst streams but this is fixable with echoes and not actually THAT bad.
You are doing fine being human - since you are bombing your physical stats, you won't get much out of ork, troll, or dwarf. If you decide to go Charisma, you might want to be an elf and get more Charisma, but I don't think you need to.
In karmagen, Edge 5 is not worth it. Also, you seem to be trying to softcap things like in BP-gen: don't. Get Logic 6.
Defuse is a deeply bad choice of complex form. You shouldn't even have one point. Trying to defuse, even if you're good at it, is asking to die because of the spiky damage data bombs do.
A r6 data bomb can do 36S to you! They are way more dangerous to technomancers because of the no matrix condition monitor thing. You should
never defuse data bombs as a techomancer - always get a sprite to do it.
Putting all your CFs at 6 in karmagen is not a good idea. 6 is worth it for Stealth, Exploit, and Command. Analyze you need, but you don't need 6 enough to pay through the nose for it. Shield 4 is probably not worth it either, maybe 3. Spoof is situational and important when it comes up, but again, not worth the cost of 6. I would go with 3-4 there too. Remember that you can boost CFs when you really need them with Threading and Assist Operation, and keep in mind that you pay more for going from 4 to 6 in a CF than in going from 0 to 4.
Skills:
6 hacking. If you want to be an awesome hacker, you should have 6 hacking. Period. Specialize in Exploit most likely.
You need at least 1 point of Electronic Warfare. Maybe get 2-3. Don't get more.
You do not need Cybercombat 4. Maybe get 1-2 for matrix defense. You should never be making a Cybercombat roll for anything but matrix defense; sprites > you. If you have to matrix fight - which you should try to avoid by using overthreaded and assist-operationed stealth, because you take real damage and hackers can easily fight you from AR - you should be calling sprites in, not sissy-slapping people.
You need at least 1 Computer. I don't think more is really that important but it's not totally useless.
4 Software. Threading is important.
4 Compiling, 4 Registering. Sprites are important. Specialize both in useful sprite types - depends a bit on your choice of paragon.
Rigging is mainly based on your ability to Command, thread, and also sprite-herd. You can get good results from a pack of registered Machine sprites (which is one of the big selling points of Charisma streams). To rig on your own, you will want Gunnery (specialize in Ballistic most likely). You might want a bit of Pilot, but you can default on Ground and Water and you can always summon a sprite. In karmagen I would probably have 1 in Air and Ground and specialize both.
If you want to be able to use drones for spying, you want Infiltration (specialize in Urban).
Qualties:
Analytical Mind.
Codeslinger. Paragon. What they should be depends; there are a variety of good choices for each.
Codeslinger should be Hacking on the Fly or Control Device. CD applies to a huge variety of things, but helps you rig rather than hack. Hacking on the Fly gives you a more specialized bonus but helps with hacking.
Ware:
Note: it's totally reasonable to start with no 'ware and get it later, because as a techno you have a limited amount of stuff to spend $ on. It is also reasonable to start with some. Depends how much cash your GM gives out and how much you care about being good out of the gate vs. long-term. If you go this route, you should be Logic.
Cerebral Boosters, PuSHeD, Encephalon, and a cyberhand or cyberfoot with a Nanohive and Neocortical Nanites are the good things. There's various bits of comedy ware you can install, but those should be the priority and other stuff should, at most, go into spare space and be bought later. I don't recommend losing more than 1 Resonance.
Echoes:
Depends a bit on your stream choice. There are lots of good echoes. Yes, you do want echoes at chargen. It probably is worth having as many as you can afford. Technos care about Resonance a lot more than anything else since it determines so much of their stuff.
1) Find out from your GM how Swap works. It is poorly worded. It works one of four ways:
a) Decreases the penalty for having a sustained complex form, but only for the action "Threading."
b)Decreases the penalty for having a sustained complex form for all actions.
i)Decreases the penalty for each complex form, ie, Swap 1 with 3 CFs is -3.
ii) Decreases the penalty overall, ie, Swap 1 with 3 CFs is -5.
ia and iia are complete and utter crap and if you take those you are a bad person. ib is useful and you should consider Swap 2, then thread your CFs in advance of doing stuff. iib is not useless but is very, very mediocre.
2) If you are lacking key sprites in your chosen stream, Sprite Linking them is a good plan. Machine sprites are key for rigging and if you go for a stream without them you should Sprite Link them. You really should have a sprite that can fight for you; Sourcerors do not and you should probably Sprite Link paladin sprites if you stick with Sourceror. Tutor, Code, and Sleuth sprites can all do things useful enough that you might want to sprite link them, but not as a top priority. None of the other sprites are good enough to be worth spending an echo for.
3) Can you pirate Skillsofts? By default the answer is "yes, very easily." If you can, make a beeline straight for Biowires, and then pirate Skillsofts that you can learn. 4000 nuyen and 4 karma for a rating 4 skill is incredibly cheap and awesome. You can learn a whooole lot of useful skills from skillsofts. It is wierd that you can't pirate during chargen and have to wait for this but it is super awesome.
4) Overclocking/Advanced Overlocking are by no means bad. Extra IPs suffer diminishing returns, though.
5) Widget Crafting for the Widget that gives a bonus to exploits. Make sure you aren't hitting a dicecap, though.
6) Mind over Machine is pro, because you can use it to rig things that were never meant to be rigged like buildings, commlinks, nexuses... requires some creativity, but being able to break the rules like that is very useful.
7)Macro is pro. Note that unlike some of the crappy and similar abilities that don't work at all during combat, Macro only requires that the extra action be a noncombat matrix action, and by that I mean that when you get in trouble you can use Macro to get sprites arriving faster, eg, Command a gun to fire + Compile a sprite, Compile while also calling registered sprites, etc.

Multiprocessing is nifty, although its value depends on how much your GM cares about Observe in Detail actions. Normally while command rigging it's a complex action to observe in detail, which blows, but this makes it Free.