I don't like technomancers. I don't like their "magicians in the Matrix" vibe, and I don't like the fact that they're just flat-out better at hacking than actual hackers. The following, then, is the first draft of an attempt to rewrite technomancers into something that doesn't step on the toes of other archetypes but is still cool and flavorful.
The basic idea is that technomancers have the ability to manipulate machines. This control is extremely coarse: they can't hack a computer with it, they no longer have intrinsic access to the Matrix (gotta buy a commlink like everybody else), and it never, ever takes the form of sprites.
What a technomancer can do is transmit an electromagnetic signal strong enough to override whatever instructions a device may be receiving from elsewhere. He can open maglocks, hijack drones, and otherwise bend just about anything with moving parts to his will.
The "Technomancer" quality now has three levels: for 5 BP, your power is effective to a range of 50m; for 10 BP, you can reach out and touch machines up to 100m away; and for 15 BP you can make technology your bitch from up to 150m away.
The system is this: the technomancer makes a Willpower + Electronic Warfare roll, against a threshold of the target's Device Rating or System, plus Hardening. If he succeeds, the device is under his control; note that the device must contain moving parts. A technomancer cannot assume control of a commlink, Nexus, or other standalone computing device. The control lasts as long as the technomancer sustains it (-2 per device being controlled to all rolls), with the caveat that the technomancer must have line-of-sight to the device at all times. If LOS is broken, the technomancer's control is broken. Note that only buildings or terrain features count as breaking LOS for this purpose.
Critique and additional ideas welcome.