I think that you missed the point I was making with the Sprites... When a sprite enters a system, if they do not have the Stealth CF, then THEY cannot be stealthy, and will generally set off every alarm out there upon system access... this is a problem if the Technomancer is trying to be stealthy, as the Sprites have to be with the Technomancer in teh system that they are aiding him in... sucks to be them at that point.
The sprites have to be in one node the TM is also subscribed to, so that they can receive their orders. The TMs own node works just fine for that. Note also that there is no requirement of "sprite has CF in question" (p.241 of The Precious, Assist Operation)
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Continuous "Whistling Up" of Sprites eats actions... this isz generally a bad thing when you are actively penetrating a system... lost passes result in more time in the system... My Hacker has 3 passes in AR and takles absolutely NO Damage from Attacks by Programs or Persona... You cannot really say the same for the Technomancer now can you? And lets not remember that a Technomancer can only have as many sprites as his Charisma... so generally not a boatload there...
The loss of actions is a concern in combat hacking. You compensate by throwing arround R10+ offensive programs, and having the Shield CF threaded, and combat sprites.
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And lets not forget that the Technomancer actually ahs to Hack the node he wants to enter in... lets see... Find the Node (you are doing this remotely right?)... Decrypt the Node, Perform a MAtrix Perception Check to see if the Node has a DataBomb attached to it, Defuse the Databomb (Hope that it does not just come right back up) and then Actually HACK the node for the Access Rights... Plenty of things in that scenario can go wrong, and this could be just a standard "Secure" node... Heaven help you (Hackers and Technomancers) if it is a Ultra High-Security Node... And lets not forget that the Technomancer rolls an OPPOSED TEST for that Stealth... I have seen 20 Dice produce only a single hit before (Rare, but it happens)... Dice are oftentimes capricious.
This is a general concern for the matrix rules. Many rolls and statistics... statistics are still massivly on the TM side.
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As for Response Hits due to Program overload... I would call that an even deal... Hackers Buy, and Technomancers spend KArma, all other things wash in teh Response category (It is very easy, as you said, to have a fairly high program load afterall, so it is really not that much of a limitation for the Hacker)
Program overload is not much of a concern for those who don´t try to exploit agents.
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And Sprites... I would hardly call 7 Sprites an Army (Though I think that you might be able to start as high as a 10? Still, hardly an army). The Hacker, on the other hand, is only limited in his pocketbook... 100 Agents at Rating 3...No Problem... just a simple 300,000 Nuyen (Hacked, only 30,000 Nuyen, and good for a month or two)... Technomancer can only WISH they could have as many Sprites...
Every agent beyond what you need to succeed is just increasing your odds of failure. One sprite to amp Stealth, Threading to amp the CF you will use, done.