Hmmm....
still not sure about this. IMO Resonance is too high for having software 3 (and only CF of transcendent Grid, which is the CF that needs the fewest hits of all of them to do its job) and Compiling/Registering. You are going to have trouble compiling/registering high level sprites without edge. I guess that's not a huge deal if most of your registering is done off hours.
While technomancer tactics are still up in the air due to a lot of rules issues, there are some basics for the kind of technomancer you seem to be wanting to make (a matrix specialist using conventional matrix skills who can hold ground in the meat). For hacking, you are going to want to high Hacking/Computer skills for breaking into things and Matrix Perception. Hosts are tough to get into without skinlink but some are doable and hopefully GMs arent putting intense hosts in front of a starting technomancer. You are going to want a few registered sprites to call upon once you are in if needed, but often enough a single compiled sprite once in can be a big help (fault sprites for holding off IC if spotted, crack sprites for for holding off IC or to help with a hacking action, etc.). Registered Sprites can do all sorts of remote tasks for you too against target devices (tracing icons, cookie power, snooping). They don't have to be amazing sprites, but capable of doing their specific niches. Deckers need (and usually have) versatility as they have to handle everything that comes their way, but technomancers trade versatility to have sprites that fill in the gap (ex, fault sprites for cybercombat). In the meatworld, machine sprites are stars, boosting dice pools on test with diagnostics, and potentially Gremlin-ing when it feels right. If they want to directly participate in a fight, technomancers need a combat skill at high enough to benefit from the Diagnostics power of the best registered sprite they can muster. This helps them get around usually having lower agility or not having 'ware.
Looking over your character, I am just seeing so many skills at 1 or 2, especially combat. these lose the potential advantage a machine sprite can give you, and do not make the character strong in a fight. If you are also going for a jack of all trades route as well, technomancers arguably make the best skillwired jack of all trades, as they can effectively double the skill rating of any skillsoft they use, and as they usually don't have a lot of nuyen needs, they can funnel their earnings into increasing their skillsoft library or paying for subscriptions.
Below is a mock-up of a skillwired ork technomancer (built using priority) that has a lot of the same gear and qualities. Low skill priority causes the character to hyperspecialize in Hacking, Compiling, and Registering. These are focused as these are a hacking technomancer's bread and butter. Also, because you can't use edge with skillsofts, these are the skills that benefit a lot from a high edge rating (marking a host without skinlink can need a lot of dice, and high edge helps register those high level sprites). Skillsofts are for other basic matrix/fighting, and can take advantage a machine sprite's diagnostic power. So all of the rating 2 skillsofts are effectively rating 4. I gave him a cyberarm to help with shooting (9 Agility + 2 Pistols + 2 Diagnostics + 2 Smartlink = 15 dice). I gave the character a basic 2k knowsoft subscription that effectively gives a rating 2 in every knowsoft or language, and consolidated knowledge skills. I left enough essence for another upgrade a cerebral booster or to get a cerebellum booster in the future. As you initially wanted drug use as part of the character, so I gave him Narco. Even with Narco, you have a good shot of avoiding addiction to Psyche and Novacoke, but even if you get a mild addiction, Narco will help keep them there. Running just Psyche guarantees two passes per combat term in the physical world.
Karma Expenditures: 15 Positive Qualities, 35 Attributes, -25 negative qualities. 0 Remaining.
Nuyen: Still has 2.5k nuyen to buy drugs/ammo/accessories.
== Info ==
Name: Unnamed Character Alias:
Ork Movement: 4/8
Composure: 8
Street Cred: 0 Judge Intentions: 9
Notoriety: 0 Lift/Carry: 8 (45 kg/30 kg)
Public Awareness: 0 Memory: 10
Karma: 0 Nuyen: 2555
Age: Skin:
Eyes: Hair:
== Priorities ==
Metatype: A(4) - Ork, 7 Special Attribute points
Attributes: D(1) - 14 Attributes
Special: C(2) - Technomancer (Res 3, Complex Form 1: Static Veil)
Skills: E(0) - 18 Skills/0 Skill Groups
Resources: B(3) - 275,000¥
== Attributes ==
BOD: 5 CHA: 3
AGI: 2 INT: 6
REA: 2 LOG: 4 (5)
STR: 3 WIL: 5
EDG: 6 RES: 3
== Derived Attributes ==
Essence: 4.16 Initiative: 8 + 1d6
Physical Damage Track: 12 Rigger Init: 8 + 1d6
Stun Damage Track: 12 Astral Init:
Physical: 5 Matrix AR Init: 8 + 1d6
Mental: 7 Matrix VR Cold Init: 6 + DP + 3d6
Social: 6 Matrix VR Hot Init: 6 + DP + 4d6
Securetech PPP: Arms Kit [-1] (Must be visible)
Securetech PPP: Legs Kit [-1] (Must be visible)
Astral: 7
== Active Skills ==
Compiling (Crack) Base: 4 + Karma: 0 = 4 Pool: 7 (9)
Hacking (Devices) Base: 6 + Karma: 0 = 6 Pool: 11 (13)
Registering (Machine) Base: 5 + Karma: 0 = 5 Pool: 8 (10)
== Knowledge Skills ==
English N
Gangs (Seattle) Base: 4 + Karma: 0 = 4 Pool: 10 (12)
Music (Goblin Rock) Base: 4 + Karma: 0 = 4 Pool: 10 (12)
Security Design (Matrix) Base: 4 + Karma: 0 = 4 Pool: 9 (11)
Sports (Combat Biking) Base: 4 + Karma: 0 = 4 Pool: 10 (12)
== Contacts ==
(Fixer) (CON: 3, LOY: 1)
(Gang Leader) (CON: 2, LOY: 3)
== Qualities ==
Codeslinger (Hack on the Fly)
Day Job (10 hrs)
Did You Just Call Me Dumb?
In Debt IV
Low-Light Vision
Prejudiced (Specific, Biased) (Law Enforcement)
SINner (Criminal)
Technomancer
Tough as Nails Stun I
== Lifestyles ==
Low (Low) 1 months
== Cyberware/Bioware ==
Cerebral Booster Rating 1 (Alpha)
Chipjack Rating 1 (Alpha)
Narco
Skilljack Rating 2 (Alpha)
Skillwires Rating 2 (Alpha)
Smartlink (Alpha)
Synthetic Full Arm (AGI 9, STR 3, Physical 5) (Right) (Alpha)
+Customized Agility Rating 6
+Enhanced Agility Rating 3
== Armor ==
Armor Clothing 6
Armor Jacket 12
Bike Racing Helmet 2
Securetech PPP: Arms Kit 1
Securetech PPP: Legs Kit 1
== Weapons ==
Ares Predator V
+Concealed Quick-Draw Holster
+Personalized Grip
+Smartgun System, Internal
Pool: 4 Accuracy: 8 DV: 8P AP: -1 RC: 2
Ruger Super Warhawk
+Concealed Quick-Draw Holster
+Personalized Grip
Pool: 4 Accuracy: 6 DV: 9P AP: -2 RC: 2
Shock Gloves
Pool: 1 Accuracy: 5 DV: 8S(e) AP: -5 RC: 2
Unarmed Attack
Pool: 1 Accuracy: 5 DV: 3S AP: - RC: 2
== Commlink ==
Living Persona (ATT: 3, SLZ: 6, DP: 5, FWL: 5)
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
+Fake SIN Rating 4 [Fake License 4 (Concealed Carry Permit), Fake License 4 (Weapon License), Fake License 4 (Driver's License), Fake License 4 (Restricted Cyberware License)]
== Gear ==
Activesoft (Pistols) Rating 2
Activesoft (Software) Rating 2
Activesoft (Perception) Rating 2
Activesoft (Computer) Rating 2
Activesoft (Electronic Warfare) Rating 2
Activesoft (Pilot Ground Craft) Rating 1
Activesoft (Hardware) Rating 1
Lingua/Knowsoft Basic Subscription
== Vehicles ==
Harley-Davidson Scorpion (Chopper)
+Sensor Array Rating 2