You have heard technomancers are harder to play because they die much easier than hackers. For a little clue, look up what databomb does, then look up what matrix damage does to technomancers... yeah, that's kinda rough...
I think that the amount of things that you need to think about when creating a technomancer is much less than for hackers. Technomancers, the rules for your persona and complex form ratings are pretty cut and dry. Sure you can get optimizations, and that does complicate things a little more, but it's nothing compared to the mayhem that ensues when equipping a hacker. Oh, and technomancers don't have to decide which of their programs to run like hackers do... all of their complex forms run at all times.
The most important thing you should think about is the role-play, I think. Technomancers are an interface to the matrix. AR gloves? Don't need em. You can interact with AR with your mind or body. You can mentally transfer data, which is a little hard to interfere with, and you have a biological node that you can role-play as your own private matrix sanctuary.
Hackers rely on equipment, and will constantly be using one interface tool or another. They will know a lot more about the real world of technology, which is handy when trying to learn how to hack a system from another hacker in your social network. Hackers can also relate with most people in the 6th world a lot easier, since everyone is on the matrix and everyone uses it the same way they do, just hackers do it better.
Power wise, Technomancers have sprites, and they are what makes technomancers powerful. Hackers have a TON of gear, and can essentially start the game rolling about 3 more dice for matrix actions than technomancers... well except for matrix perception.