Hobbes' breakdown really is a great technomancer guide.
I think you are on to the right track. Technomancers just don't have the room during character generation that other archetypes get. Every point is really precious (not in a power-gaming sense, but in that technomancers need lots of attributes, lots of skills, and lots of special attribute [resonance and edge] and if they are going high resonance and everything else, they probably don't have resources for 'ware and it is tough to get enough to make 'ware worth it anyway). There are things that are just going to have to wait until play starts. Jack of All Trades is nice for this, but it looks like you are already at 24 karma in PQs. It's a tough call. I might start with JOAT and pick up speed reading at 2x karma after char gen. Or remember, if you are able to compile higher level sprites (as written you are), sprites can do a lot of that reading through data quickly if you prefer to play that way. You character doesn't have Computer as of now, so the character can't do matrix searches/matrix perception on their own, so they may have to rely on sprites. Sprites can also do some sustaining for you, so Focus Concentration may be able to go too for space (though it is nice to just threat Static Veil on a Sprite and let them do the work without dealing with the penalty).
I agree with Whiskey that maxing Intuition is a solid choice for maxing for this technomancer. I would drop the social skills for now. You have a high starting charisma so are likely to buy a hit if you need one just defaulting, and as Whiskey said, social skills are opposed test and adding a die or two isn't going to make much of a difference. Perhaps put those 3 Con points into Electronic Warfare. I would put the group skills in Electronics, and put those software points into Hacking. Getting a spec in Registering would be nice too, perhaps from Sneaking? Nothing more annoying than a crap roll on Registering tests and this character is just not going to have the Edge with the current priority selection to use at every turn.
so Skills:
Electronics 5
Pistols 5 (Heavy) [whatever it is, make sure you have the option to stick a machine sprite to it]
Sneaking 3 (Urban)
Compiling 6
Registering 6 (I would recommend a Machine specialization usually, as other sprites are for more shorter term work or work that can be extended by casting Static Veil/Cleaner on them)
Hacking 6 (Hack on the Fly)
Perception 3
Electronic Warfare 3
I think this spread helps you do solid in the action hacking and good legwork. You'll have solid dice for Complex Forms (though Puppeteer is tough to use unless it's a last ditch as the Fade is very high). You can sneak around (machine sprite enhanced Chameleon suit is even better) with the rest of the team, and you can pull out a gun when you need to. Pick of up con, etiquette, etc. with karma later. The nice thing about being an Attribute A technomancer is that you have high Logic, Charisma, and Agility, so you can default with 4 dice on almost every skill that allows defaulting (buying you a hit). If avoiding conflict is also part of your concept, I might pick Resonance Veil over Puppeteer. It is good for causing a distraction or a plausible getaway or to help get whatever IDs checked to avoid a confrontation. Puppeteer always seems so cool, but if your character is a take your times Technomancer (Technomancers are good at this), Puppeteer is on the other end of that spectrum (do something quickly without prep, even though it might not succeed and you will get hurt no matter what).
In terms of gear. Technomancers don't need much. I play that gear that provides a wireless bonus a machine sprite's DIagnostics power can work on, so you might want to pick items that can benefit from your technomancy. Smart-link glasses or contacts would be nice. If you can swing for a chameleon suit and a less obviously going to do something illegal armor, I'd do that. More than anything, I always like drugs for technomancers. If you can swing Drug Tolerant quality from Chrome Flesh (perhaps instead of Focused Concentration) you may more safely take advantage of high Logic + Willpower for more safely using psychologically addicting drugs like Psyche (+1 to Logic/Intuition for many hours [and perhaps lowers penalty for sustaining complex forms] and Cram (+1 to Reaction and +1d6 initiative for many hours) are nice to be able to take when you know you are going to see some action. Zen is nice to have around for downtime when compiling/registering sprites. It is short acting, not very addictive, and can gives a +1 to Willpower to help resist Fade.
Also just noticed that your physical limit is 3 I believe. That means sneaking is capped at 3 hits, so perhaps you don't need as many dice there as you are not going to be able to use a lot of your hits anyway. Maybe shift some to specializations in Compiling and/or Perception?