I prefer SR5 to SR4 for what I consider to be tighter, less abusable matrix rules and the additions of Limits, which make it more difficult, if only by a little, for a savvy player to absolutely shatter the system.
If you want to make Technomancers a little beefier, these are the house rules I am about to start testing, copied and pasted from my house rules documents.
A technomancer's matrix attributes are not derived from their mental attributes. Instead, a newly created technomancer gets a number of points to distribute among these attributes equal to their Resonance x3 +3. No attribute can ever be higher than their mental limit. This limit is ignored by the attribute-enhancing submersion abilities. Whenever their Resonance attribute increases, they gain 3 more points to distribute.
A technomancer is capable of learning special complex forms that essentially duplicate the effects of programs, but they cannot utilize as many as a decker. They can learn a maximum number of these programs equal to half their Resonance (rounded up), and cannot learn any of the attribute-enhancing programs or the configurator program. These programs require no check to run, and do not need to be sustained. Note that these programs are generally not as powerful as actual complex forms, so learning them is a less efficient use of resources for the technomancer, but sometimes a specific program may be crucial to a build or playstyle, and this allows a player to acquire that program without having to go through submersion.
As with magicians and spirits, technomancers must learn to compile each type of sprite individual, using up one of their Complex Form slots at character creation, or spending a like amount of karma.
Finally, the skinlink echo is part of the technomancer's default kit. Any technomancer, without having to submerge, can create a direct link with an electronic object by touching it with their fingertips or the palms of their hands.