A long post based on the work I just did and now off to bed.
EDIT
Might also be worth considering technomancer boarding school from data trails as your teen years module. Its got some hard to get options compiling, decompiling, registering, electronic warfare and hacking at 1, more importantly its the only module to raise a special attribute specifically resonance meaining you can buy resonance to 5 then raise it to 6 with this saving 30 odd karma.
In fact while its more aimed at decker than technomancers I'd say a lot of the data trails options are better than the ones in run faster for making a character unless your chosing to them rather than mechanics. Escaped technomancer gives a good boost to compiling, decompiling and registring. Hacker assasin gives one of the biggest skill boosts to cyber combat. Then you've got Otaku time which is just plain weird since it adds to the tasking skill group then to two of the skills in that group on top of that which would leave your technomancer skills at 4, 3 and 2 respectively just from that one module plus it boosts logic and intuition which is nice.
Combine it with escaped technomancer for 200 karma (100 since you already have Otaku time) and you get intuition +2, Willpower +1, Logic +1, Otaku to technomancer (10), Guts (10), Pain is gain (5), Vendetta (7), Compiling +6, Con +1, Decompling +5, Hacking +3, Registring +4, Sneaking +1, Software +4, survival +1, cybercombat +1, Electronic warfare +1, Interest Knowledge (matrix related) +1, interest knowledge (matrix related) + 2, Professional Knowledge (tech corporations) +3, street knowledge (tech corporations) + 3.
Swapping out your standard high school education for hacking club or technomancer boarding skill gives us.
Hacking Club
intuition +3, Willpower +1, Logic +2, Data anomoly (3), Otaku to technomancer (10), Guts (10), Pain is gain (5), Vendetta (7), Computer 2, Hardware 1, Compiling +6, Con +1, Decompling +5, Hacking +4, Registring +4, Sneaking +1, Software +4, survival +1, cybercombat +1, Electronic warfare +2, Interest Knowledge (matrix related) +1 times 2, interest knowledge (Technical) + 1, interest knowledge (matrix related) + 2, Professional Knowledge (tech corporations) +3, street knowledge (tech corporations) + 3.
Boarding school (my recomendation)
lintuition +2, Logic +1, Willpower +1, Charisma +1, Resonance +1, Otaku to technomancer (10), Guts (10), Pain is gain (5), Vendetta (7), Compiling +7 (max), Con +1, Decompling +6, Hacking +4, Registring +5, Sneaking +1, Software +5, survival +1, cybercombat +1, Electronic warfare +2, Interest Knowledge (matrix related) +1 times 2, interest knowledge (technical) +1 interest knowledge (matrix related) + 2, Professional Knowledge (tech corporations) +3, street knowledge (tech corporations) + 3.
At which point you've only spent 250 of your 750 karma and your at maxium skill for complinling, near max for deompiling and decent on registring, software is also good at 5 and we have other modules to add. Lets toss in your other modules and see what we come too.
Character is a Human Technomancer, so we'll spend 15 Karma out of the starting point on that quality, and 70 Karma to raise Resonance to 5.
Nationality: Pueblo Corporate Council [15 Karma]
Primary Language: Zuni,
Secondary Language: English 1
Skills: Archery +2, Knowledge: History +1, Knowledge: NAN +1 Electronics skill group +1, Etiquette +2, Professional Knowledge: Business Practices +1,
Qualities: SINner (5)
Formative Years: Early Emergence [40 Karma]
Attributes: Intuition +1
Skills: Compiling+1, Decompiling +1, Software +1, Interest Knowledge: [Matrix- related] +4, Interest Knowledge: [Technical] +4
Teen Years: Techomancer Boarding School [50 Karma]
Attributes: Charisma +1, Resonance +1
Skills: Compiling +1, Decompiling +1, Electronic Warefare +1, Hacking +1, Registring +1, Software +1, Interest Knowledge [Matrix Related] +1, Interest Knowledge [Technical] +1
State University (Computer Sciences) [65 Karma]
Attributes: Logic +1, Willpower +1
Skills: Computer +1, Perception +1, Etiquette +1, Academic Knowledge [Any] +4, Cybercombat +1, Electronics skill group +1, Hacking +1, Academic Knowledge: Matrix Design +6
Real Life: Otaku Time [100 Karma]
Attributes: Logic +1, Intuition +1
Qualities Otaku to Technomancer (10)
Skills: Compiling +2, Decompiling +1, Cybercombat +1, Electronic Warfare +1, Software +2, Hacking +1, Tasking skill group +2, Interest Knowledge: [Matrix- related] +2, Street Knowledge [Tech Corporations] +3
Real Life: Escaped Technomancer [100 Karma]
Attributes: Intuition +1, Willpower +1
Qualities Guts (10), Pain is Gain (5), Vendetta (7)
Skills: Compiling +2, Con +1, Decompling +2, Hacking +2, Registring +2, Sneaking +1, Software +2, Survival +1, Interest Knowledge: [Matrix- related] +2, Professional Knowledge [Tech Corporations] +3
Assuming I've added everything up correctly this would give you . . . .
Body: 3 (Paid for the extra box of damage)
Abilities
Agility: 2
Reaction: 2
Strength: 2
Willpower: 5
Logic: 3
Intuition: 4
Charisma: 5
Edge: 2
Resonance: 6
Skills
Compiling: 7 (1 wasted)
Decompiling: 7
Software: 7 (1 wasted)
Registring: 5
Hacking: 5
Ettiquette: 3
Computer: 3
Archery: 2
Hardware: 2
Electronic Warfare: 2
Cybercombat: 2
Perception: 1
Con: 1
Sneaking: 1
Survival: 1
Qualities
Sinner: National
Otaku to Technomancer
Guts
Pain is Gain
Vendetta
Languages
Zuni: Native
English: 1
Knowledges
Knowledge History: 1
Knowledge NAN: 1
Professional Knowledge (Business Practices): 1
Professoinal Knowledge (Tech Corporations): 3
Interest Knowledge (Matrix Related): 4
Interest Knowledge (Matrix Related): 1
Interest Knowledge (Tehnical): 4
Interest Knowledge (Tehnical): 1
Accademic Knowledge (Any): 4
Accademic Knowledge (Matrix Design): 6
Street Knowledge (Tech Corporations): 3
Obviously these knowledge skills can be combined.
Which puts you as having spent 630 of your 750 karma. Now here you have a couple of options to take that would modify things a bit. The options that sort of stand out are . ..
Corporate: Hacker/Decker
Abilities
Logic +1, Intuition +1
Qualties
Limited Corp SIn (15)
Skills
Ettiquette 1, Cracking Skill Group 2, Eletronic Skill Group 3, First Aid 2, Accademic Knowledge (Physics) +3, Professional Knowledge (Matrix Security Design) +6, Professional Knowledge (Corporation) +3
Changes
-100 karma putting you at 730 with 20 left to spend. Your not getting anything reduced in price as it were but you do take the cracking and electronics skill groups up by 2 and 3 respectively where you only lose out on softare but raise cracking to 4+ and electronics the same.
Regular Job
Abilities
Charisma +1, Logic +1, Willpower +1
Skills
Leadership +1, Ettiquette 1, Negotiation +1, +6 vocational points to be spent amongst any skills related to your job no more than 3 ranks per skill, Professional Knowledge (Job) +1, Professional Knowledge Job +2, Interest Knowledge (Any) +1
Changes
-65 karma putting you at 695 with 55 left to spend. Your reducing the cost to raise charisma and willpower to 5 by 15 and 20 respectively plus you also get to increase logic from 3 to 4 which is 20 points of karma by itself. Then you can add ranks to electronics skills to suit your taste e.g. 2 to hacking (7), 3 to cybercombat (5) and 1 to electronic warfare (3) if you want to shore up weaknesses or registing (6) if you want to maximize karma value it is related to your job even if you don't tell anyone. The hacking increase would cost 26 karma and the cybercombat to 5 would be 24. Between the increase to logic and these skills your already looking at 70 points worth of karma to purchase which is more than you've effectively added to your karma expenditure especially if you boost registring to 6 which is another 12 karma.
Post Graduate
Abilities
Charisma +1, Logic +1, intuition +1
Skills
Instruction +2, +10 educational points to be spent amongst any skills from your education module no more than 4 ranks per skill, Accademic Knowledge (major) +2, Accademic Knowledge (Any) +2
Changes
-85 karma putting you at 715 with 40 left to spend. Your reducing the cost to raise charisma only here though you do raise logic to 4 and intuition to 5. The problem here is while you can raise a skill 4 points compared to a regular jobs 3 it has to come from your education module which rules out electonic warfare. On the other hand you do have 4 more points and you could raise hardware and computers if you wished.
Its late and I'm off to bed but I'd recommened either post graduate or regular job as both have advantages and disadvantages but leave you with a bit of karma to customize.