Yes that is correct.
You should avoid cybercombat though. Both as a hacker and a technomancer.
Use stealth to get in undetected.
If combat comes up have a sprite protect you and then just grab and run.
As a technomancer cybercombat can kill you as you only have your own condition track.
Rasmus
Hackers can't really win the stealth game. At chargen it's tough to get past Stealth 5, while a chargen Technomancer can Thread himself up to 10+ with ease. Investing in cybercombat is wasteful for a Technomancer, but a reasonable strategy for a Hacker, IMO, unless you want to take the time to hack the slow way.
To explain, rather than editorialize:
Hackers are limited by the ratings of their programs, which are limited by their System rating. At chargen, availability limits generally limit you to a System of 5, so your program ratings can't go above 5. If you go with the quality that lets you get higher-availability equipment though, you could bypass this issue. In general, though, this limitation means that a Hacker who is hacking a high-security system "on the fly" will absolutely set off an alert, at which point the Hacker had better have something to protect himself with.
Technomancers are ill-suited for cybercombat, however, because *all* attack programs affect a Technomancer like Black IC (that is, they do physical damage). Risking your actual physical damage boxes in cybercombat is a terrible idea, as you will usually be fighting without the rest of your team. Furthermore, Technomancers have two features that make this kind of risk completely unnecessary: Threading and Sprites. Threading allows you to pump up the effective rating of a Complex Form (the TM equivalent of Programs) by an amount equal to your Resonance. So assuming that you have a Resonance of 5 (not hard to get at all) you could have a Stealth of 10, meaning that anyone trying to spot you on a node needs 10 hits, and the threshold for the extended test by the system to detect you while you're trying to break in is 10. Sprites are like Agents that you don't have to pay for, plus they get special powers. Nearly every Technomancer can summon one type of Sprite that is good at combat (Tank, Paladin, whatever). Just toss that sucker in front of you if trouble starts, and you'll be fine.
Basically, in SR4A, just play a Technomancer. They're just better.