....yeah the resonance and 'ware issue is what turned me off from ever wanting to run a Techno. At least Spellslingers and Adepts have other means to compensate for the lack of cyber, bio, or genetic augmentations.
In 3E I played an Otaku and they not only didn't' suffer from implants, but were required to have at least two, a Datajack and ASIST Converter. . They were also encouraged to get more as they grew so they'd be prepared for dealing with the outside world after their natural abilities faded. My character got to the point where she had a Synaptic Accelerator 1 (Synaptic Booster in 5E), Cerebral Booster 2, Muscle Toner 2, (cultured), Enhanced Articulation (cultured), Headware Memory, Math SPU, a couple eye mods (Low Light and Flare Comp), 2 slot Chipjack, and even a Smartlink (all cyber was Beta as she was a member of a fairly wealthy tribe). She was also in the process of building what would have been a pretty killer deck for when her powers faded but the campaign ended before that..