Yes the techno can do all that, and if he wants to outperform an optimized hacker he'll need to. However, technos don't really need it, just CFs and Sprites will make them quite powerful. A hacker with just programs, 1-2 commlinks, and a few agents is going to be overshadowed by a Techno with just Sprites and CFs.
I'm not saying Technos don't or can't become incredibly complex. What I am saying is that there's a point where the hacker needs to break out the complicated tricky stuff to keep pace while the Techno can generally get by with just CFs, Sprites, and Submersion. You can have a very powerful techno who is still relatively simple to play, as long as your familiar with the CF and Sprite rules. Hackers can't, they need to dive into the complex end to keep pace.
I'm not saying Technos don't or can't become incredibly complex. What I am saying is that there's a point where the hacker needs to break out the complicated tricky stuff to keep pace while the Techno can generally get by with just CFs, Sprites, and Submersion. You can have a very powerful techno who is still relatively simple to play, as long as your familiar with the CF and Sprite rules. Hackers can't, they need to dive into the complex end to keep pace.
And if you're willing to do the paperwork in the first place, nothing stops a technomancer from breaking out all the same tricks a hacker can do as well. Sure, he may be poorer to start, but jobs bring cash money, and Technomancers can build/buy/program just like a hacker can. The advantage Hackers have is in cyberware, any of their other tricks a Technomancer can do as well, they just don't have the funds necessarily to do so at chargen.