1. Diagnostics from the Machine Sprite: Is that considered a sustained ability? Does it continually modify the dice pool modifier if I were to, say, have it run diagnostics on my friendly street sam's assault rifle?
2a. Really, I'm thinking about multi-ing up as a street doc or even a surgeon (no, really) in a quick fix (someone not too long ago mentioned doing surgery stuff for other runners with the right drone equipment, kinda perked my interest) and using a Machine Sprite to sustain the diagnostics on the medical kit or drone or what have you.
2. Castling. Okay, I get that you have to first use a simple action to call up the Paladin Sprite or use up a Complex action to create one. Then, on the Paladin Sprites first initiative pass (the next one, presumably), your Sprite can Castle your ID. Can it then sustain that and then use Harden (or, for that matter, vice versa?) of which it is then sustaining both of its powers?
2a. For the Paladins, I'm trying to figure out the awesomeness they bring to the table, especially if the cybercombat situation is a prolonged fight. Like say you're going up against a hacker/TM with 4 or more IPs. The Paladin sprite would eventually run out of IPs to go: Okay, I'll Castle/Harden up again. I mean, during the time that they're able to actually Castle up, they're insane. I mean, even with a rank 5 Paladin Sprite (I know, who in their right mind has a rating 5 sprite!) you're rolling something like 19+ or so dice for defense (off the top of my head: 14 for Response + Firewall and 5 more from Shield I guess you could use Expert Defense for more dice

3. The one ability I think I'm clear on that is sustained is the Electron Storm from the fault sprite that specifically states the sustained action.
Finally, thanks in advance and if possible, any help with explaining the answers in a way so I can then explain the answers to other people without sounding like a jerk would be helpful. <-- I'm usually pretty good at not sounding like a jerk, but still.
