Riggers are pretty damn hard to play right out of the book. Not only because of the Gunnery rules being confusing as hell, as has been mentioned repeatedly, but the entire table for what autosofts cost is missing, how you repair damage for drones is missing, the drones themselves don't seem to have had their Armor updated from 4th edition, so they're all ridiculously fragile, and so on and so forth. Basically every aspect of Riggers has to have a GM houserule on how to interpret the book, or just outright provide their own numbers like with autosofts, before its a playable archetype.
That's not actually all that true...
You can play with confusing gunnery rules - just have your GM choose which part of the book is correct and ignore all others. The different sets of gunnery rules all function, the problem is that there is more than one set in the first place.
You can play without autosofts - they have clear benefits, yes, and you feel less capable without them... but you can still operate a drone without them.
You can even play without repairing your drones - it just gets expensive with all the buying new drones you will be doing. Alternatively, you can patch-fix the problem at the table by using the information present (which gives what skill to use, that the GM decides threshold and interval, and modifiers that might apply to the roll) and borrowing a single sentence from repairing matrix damage (that each hit either repairs 1 box of damage or reduces the interval time by half).
You can play with "ridiculously fragile" drones - you just use a different strategy than trying to have them sit through sprays of bullet fire, and the Steel Lynx is the only one actually referred to as a "combat" drone and can also hold up to gunfire better than most PCs.
None of the complaints that you raise actually prevent anyone from playing a drone rigger - they just make it a little more difficult than you want for it to be.