I'm very new to the system, so I might not be the best to comment on what technomancers need, but I tried maybe five different ways of building a techno as my first character and wasn't satisfied with any of them. Even with maximum mental stats and maxed out matrix skills, my highest dice pool for matrix actions was 14, I was rolling 12 dice vs matrix perception, I had to ask for GM rulings on half of my abilities because the rules are either vague or poorly explained, and I was basically useless outside of the matrix unless I started skimping on matrix skills because of how insanely resource dependent technos feel.
By contrast, I made my first ever decker, splashed in Mystic Adept and my first draft ended up with a character that rolls 28+ dice vs matrix perception, 20+ dice on most attack actions, 17 on most sleaze actions and only suffered in the data bomb and matrix perception department because I couldn't find any ways to increase it beyond doing enough jobs to bump intuition beyond 4, and still rolls 13 dice at all 5 of my really useful force 3 manipulation spells and fires 13 dice with an smg before take aim. And the thing is, I don't feel like I needed to work that hard to put it together. All it took was reading all the core books and understanding how the mechanics worked.
The techno was a lot of reading online threads about limits on sprites, resonance veil, wireless interaction, puppeteer, hell almost every technomancer power had threads asking about how they worked. My experience with the Decker Mystic Adept on the other hand is that I built a character and instantly understood how all of the mechanics worked once I read them a single time, because the rules were explicit, detailed and made sense. Not that I couldn't complain about the organization of the books, good god it can be really problematic finding things in the core rule book.
On top of having a bunch of badly written abilities, the techno's submersion bonuses are basically programs and wares you need to pay exorbitant amounts of karma for (one of them literally gives you a program) whereas a decker can literally just buy wares and programs dirt cheap at chargen and be good to go. I was also constantly fighting with the priority system as a techno trying to find the best mix because I needed pretty much everything as high priority as possible. The decker again was super easy to put together in a way that made sense and there was plenty of room to play with priority to build it many different ways that all felt adequate (and one that turned out to be super dumb).
Of course, from my new player perspective it's hard for me to tell if technos are super weak, or deckers are simply really really op.
I would love to see more real technomancy. Magicians in Street Grimoire got Increase/Decrease Noise, Increase/Decrease Gear Limit, Interference, Analyze Device, Fix, why exactly don't technos have options like this? Diagnostics on guns and other things honestly should be a technomancer staple if they're going to be so MAD, they have to get extra support somewhere. Where are all the cool abilities that let me take direct control of technology, animate it and turn it against it's owner literally. A meatspace equivalent to Animate Object/Puppeteer for tech would be hot, Gremlins should've just been a complex form. Technos should be the undisputed masters of matrix trickery, right now they feel like a three legged horse in a NASCAR race.