In SR5 you just need to use the German Edition costs and house rule the skillwire expert system from SR4, and you've got a really decent piece of kit.
You quickly hit cost savings on skills after only a few rating points, and a character with high attribute scores and access to an online skill subscription has the capability to become a great jack of all trades.
I think skill wires can form a solid basis for a great character concept, and my personal opinion is that it's a viable build unless you play with people who hyperspecialize. You're never going to hit dice pools of 18+ unless you have a technomancer friend, so as long as the rest of the team is on the same power curve it works out just fine.