The problem is not can you do all that, but rather, how do you want to do all that

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You can, btw, be a rigger as a technomancer. I haven't read the technomancers rules (they have never been legal PC character in any game I've played in. I'm not even kidding), but my understanding is that then can emulate most of the warez with echos or some such, so you could be a technomancer rigger, for instance, and that could be cute.
You could also play an adept or mystic adept rigger, and that's again a very different set of build considerations.
But let's assume you want to a be non-magic rigger. Even here, there are really a lot of options. You have to get a more clear vision of what kind of rigger you want to play. First, you want to decide whether you are going to ride a drone into combat or command drones in combat. With pilots and autosofts, you can order drones around like they were linesman on an American Football team and go about using your weapon of choice. If you ride a drone in combat or Command them intermittently to course correct their pilot programs (their ai), then you might be able to get away without having any extra meatspace ips. You could go with a longarms specialist with drones providing surveillance, allowing you to provide tacnet, recon and coverfire, with the option to pull back to get the vehicle in an emergency. You could ride a doberman into combat or a lynx, relatively cheap combat drones, and send commands or orders to any other drones you have to provide flanking or support fire. You could have a walking medtable drone following you around to stabilize and cart off injured comrades. There are really so many options it's kind of mind boggling.
So, some key pieces to consider.
Utilizing drones:
Command allows you to micromanage drones you are not riding. You do not need Command to simply give an order to a drone (that's free). Command lets you specify a specific action using a skill of your own outside the drones usual programming (or using your skills instead of the drone's software). Non-ridden drones will need to have autosofts added, their pilots, and potentially sensors upgraded in order to be truely effective on their own. This all costs money. Autosofts are in core and UW, Sensor upgrades are in Arsenal (as is drone modding, iir).
Gunnery, Dodge, Perception and possibly Melee (Unarmed typically) are used for actions you take while riding a drone. If you spike your Perception, you can take a perception test with a drone to get a sensor lock and then let the drone use active targetting from that point on. This is good in combat when most GMs won't allow the target to use Infiltration to avoid the sensor lock. Response replaces Reactions, Sensors replace Agility for most rigged actions. In both cases it is the statistics of the drone (not your commlink) that are important.
Driving the vehicle:
You need to decide if you want to drive hot simmed or in AR. AR driving will require you to have meatspace ips to be good. Driving in the AR requires Vehicle Skill, Reaction and good handling on the vehicle. You can get an AR bonus for the vehicle up to +4 depending on how loopy your GM is.
Jumped into the vehicle you are using Matrix ips and initiative. Response replaces Reactions, but you still need Vehicle Skill and good handling. Hot simming will give you +2 dice.
In both cases, Infiltration and Shadowing control driving casual, pursuit evasion and pursuit in vehicles. No really. Shadowing is probably the most important for a Driving Monkey Rigger.
Making the Vehicle:
Arsenal is the book with vehicle modding. There are a lot of mods, which you want is really more about what you want to do, the campaign and your group's style. Beyond the mods on the vehicle, you should think about upgrading the vehicle's device rating. Increasing its signal will allow you to grab the vehicle and command its pilot program to come pick you guys up (without getting jammed). Increasing its response will give you the processing power to run an agent to monitor for hackers and car thieves, run eccm to prevent jamming, encrypt the vehicle node and keep anaylze running 24/7. If you are hot simming the vehicle, its Response replaces your Reactions for every test I can think of, as well as the all important Vehicle Test. Also, don't be afraid to keep a drone in the vehicle while you arn't, to vehicle sit. A drone with an optical link to the vehicle can be a nice fail safe if someone jacks your car. You could even keep an agent on it designed to hack your car back and return control to you.
Utility Programs:
You have some choices as a rigger. Obviously, you can take an ever expansive list of progs to be more and more like a hacker. The challenge is more how few programs can you purchase and still do what you want. You have some options. The first order of concern for a rigging is getting your drones and vehicles jacked. There are three methods via which this could happen. They could hack your commlink, they could hack your device (drone/vehicle) or they could spoof your commlink talking to your device (drone or vehicle). Of the three, spoofing is the hardest to defend again.
The first line of defense against spoofing is using the Encrypt program to encrypt your communications to your drones. This requires your signals to be decrypted in order of the hacker to get your access id to spoof it. He also has to run encrypt himself to encrypt his spoofed command. Your second line of defense against spoofing is Jamming. Jamming is done with jammers (there are alot, I recommend getting smart jammers) and the Electronics Warfare skill. Any hacker trying to jack your stuff gets stuffed himself if you jam his signal. If Jamming and Encrypting fail, you are in trouble. At this point, your options are to hack his commlink yourself, cycle your subscriptions to refresh your encryption or change your access id and reset all your drones. All these plans have risks and costs. Spoofing is bad. You can try, depending on your GM to limit your spoofing risks by gimping your account. Your GM might allow you to slave your drone to your commlink but have that account not be an admin account, and have a separate admin account that can issue more dangerous commands like shutdown, self-destruct, shoot my friend Ted, etc. Having a separate admin account that presets certain information that can't be changed by the slaving account prevents spoofed commands in combat from issuing those commands (for example setting all the PCs as friends, to avoid friendly fire). Upgrading the Firewall (and therein the Response) of your drones can also help prevent spoofing, but it's not percentage.
Against being hacked, the situation is similar whether they want to hack your commlink or a drone. Your commlink can be set up to be pretty hard to hack, with analyze, disabled accounts, agents, etc. (see commlink below). Your drones, however, are not cost effective to protect in this way. As slaved devices they are unlikely to be unhackable. Fortunately, the tricks for spoofing also work against hacking. Encryption and Jamming. If these fail, then you are looking at trying to lock him out somehow. Disconnecting a hacker requires seeing him, which requires the program Analyze and the Computer skill. If he beats you to the punch, and disconnects you first, then you're going to have to spoof his access ID or rehack your own drone to get control. If he's booted you out of your commlink you're going to have to manually turn off wireless and hack back in or reboot it. First, decide whether you want to do your own hacking, or you want an agent to do it. SR4 agents are rediculously competent for most of the hacking tasks you are likely to want to accomplish. An analyze agent on your commlink can be set to scan every slaved drone and the commlink itself on a rotating basis for unauthorized access, launch an alert on the device as well as a second IC and alert you, or reboot the drone, attempt to disconnect the user, etc. Hacking a drone requires Exploit program and the Hacking skill. Analyze and Edit are likely the only other programs you will need for retaking your devices via hacking. If your GM is mean, he might send a hacker after you in cyber combat. Every drone you control is an open subscription, which means you are vulnerable to a hacker attacking you with Black programs (progs that do meatspace damage). You are unlikely to need to engage in cyber combat with a hacker, but if you do you are going to want Biofeedback Filter and Armor, as well as an Attack program. An agent with Medic is very handy as well. You'll also need the Cyber Combat skill. As a rigger, I'd ignore all these. If you are paranoid, have an agent whose job it is to disconnect you from the system if you signal it. You'll take dumpshock, but that's much better then getting dead.
On the flipside, you can take progs to be an anti-rigger. The main progs to hack a drone or commlink are Exploit, Stealth and Edit. The skill is Hacking. The main progs to spoof a drone are Sniff, Analyze and Spoof. Those three programs use Hacking, Computer and Hacking respectively. You may also need the Command program, depending on your GM. To hack a device you need to find the node, which requires Scan and Electronics Warfare. If their communications or the devices themselves are encrypted you'll need Decrypt (and Hacking). You don't need to decrypt a drone to spoof a command to it (but you will need to decrypt the signal to the drone if it's encrypted). If the signals are encrypted, you'll need Encrypt to talk to them once you've Decrypted their signal.
Commlink:
More is always better, but a few things to consider.
Signal makes you harder to jam. If your GM has read the rules carefully, he's going to require you to have mutual signal to control your drones, that means both your commlink (or whatever device you have on hand to route through) and your drones should have the same signal rating.
System (limited by Response) determines your maximum number of subscriptions (Systemx2). You need 1 subscription per drone you are commanding, as well as 1 for each node you are logged into (beyond a guest) and for each slaved device. Get it with Crashguard if you can.
Firewall is very important, not because it's going to stop you from getting hacked, but because it's going to stop you from getting /owned/. A good hacker can beat an r6 firewall. But he can't beat an r6 firewall and hack an admin account without getting spotted. Disable all other accounts on your commlink. Slave your peripherals. Drones are peripherals

. Get firewall with crashguard if you can. Your GM may not allow you to entirely eliminate non-admin accounts on your commlink (the jerk). If he doesn't, treat them as honeypots and sit an agent to log off or otherwise do bad things to any non-admin who logs in. Also consider having an agent watch your access log 24/7.
Response is your initiative in the matrix. If you are riding a drone, it's your initiative in that drone. Int + Response. Also, Response limits your Firewall and System ratings. Response good.
Simsense Accelerator (commlink mod) grants +1 ip in the matrix. That's another command to another drone or another action while riding a drone.
Program Optimization grants a +1 total for one specific program. ECCM, Analyze or Command for instance.
Sim Module with Hot Sim mod (so you can go into Hot VR)
Depending on your GM, Hardening can be useful to protect from EMP, Biometric lock to prevent someone from stealing it or hacking into it remotely
Qualities:
Gearhead -- Break the rules for the type of vehicle you specialize in.
Codeslinger -- For hackers it's great. +2 on a type of matrix action. For instance, Command

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Analytical Mind -- Good for data search and software tests
And obviously, anything that gets you more money...
Warez:
Control Rig Module (self explanatory)
Control Rig Nanites add to your vehicle dice pools while rigging. Great for driving but incompatible with Simsense Booster.
Encephalon I/II add to all your hacker skills
Neocortical Nanites add to all your hacker skills when you are not under stress, this one you should discuss with your GM as to how he interprets stress
Simsense Booster gives an extra matrix ip
PuSHeD adds 1 to all your hacker skills
Math SPU adds to your EW and descrypt/encrypt totals, which is particularly useful for a rigger (see above)
Platlet Factories, Trauma Centers and the like can be nice for biofeedback and dumpshock, but not terribly important
MBW and skillsofts is very powerful if you are using meatspace IPs, particularly since as a part-time hacker you can use data search to get pirated skill softs (again, check with your GM first)
I like Datajacks. Old school, yes, but still very useful and very cheap.
Cerebral Boosters, Mnemonic Enhancers, etc. are not terribly useful unless your GM is playing with house or optional rules. Although Cerebral and other logic boosting mods can help your Electronic Warfare and modding/crafting totals.
Logistics:
Hardware and Armourer are your main logistical skills for modding your drones
Mechanic for your vehicle (still want hardware and armourer)
Software for the softs in all of the above
Of the four, Software is the least important. Data Search can sub for Software for searching out useful pirated autosofts, agents and pilot programs.
As a rigger, more then anyone, you need to consider your PAN topology and your drone setup. What's slaved to what, what devices are running analyze or encrypt or agents and which agents are analyzing which devices for what, etc. are important considerations.
You can't do all of the above--it's too expensive. You have to pick, mix and match for the style of Rigger you are playing and what you can make work with your build. Hopefully, though, this gives you an idea of the parameters. You should also flip through the Drones in core and Arsenal and a few in UW.