Depends what you want to prioritize. The must-have ones for technomancy:
Hacking
Registering
Compiling
Software
If you have any of these below 4, you are dumb. You should probably have some skill at 6, there are arguments for it not being one of these.
Not having Electronic Warfare 1 is dumb. You don't really need more than 3.
Not having Computer 1 will get you in trouble because Matrix Perception uses it. Computer 4 is not bad.
Maybe skills:
If you care about shooting people from drones, Gunnery.
You can't default on Pilot: Aircraft or Anthroform, so you may want 1 in those. You can default on ground and water. If you have Machine or Tutor sprites, they can do piloting for you (machine sprites are better at it) for anything, so take this only if you plan to be able to pilot things yourself.
Hardware: if you aren't a logic stream techno, you're going to suck at this. Can you summon a tutor sprite to do this for you? If you are logic and don't have tutor sprites you may care.
Cybercombat: you really only want this for matrix defense checks - if you're making cybercombat attacks, something has gone deeply wrong. Sprites are better than you at fighting. Having some Cybercombat to add to your defense check isn't useless - but it's far pricier than shield, so have it only if you have Shield 6 already.
Things you don't need:
Data Search: sprites can do this for you
Decompiling: it's a trap!