I'm arguing that Natural Hardening shouldn't help with resisting, say, a Hack on the Fly attempt, which uses Firewall as part of the opposed resistance test.
I can see that, but it does say
QUOTE
This quality makes the character’s neural structure resistant to feedback. This gives her 1 point of natural biofeedback filtering, which is cumulative with a Biofeedback Filter program or a technomancer’s firewall (p. 251).
And oddly, firewall is bolded, so they must be emphasising it for a reason.
On a different topic; after looking at the sprite powers, I think TMs might be more flexible than deckers.
What happens when a decker is found in a host? Well, if he engages in cybercombat on the IC, he has effectively done nothing, because the IC will relaunch in 1 combat turn. Now if a TM does it with a crack sprite, now it takes level/2 in turns before that IC relaunches. This is a huge benefit when needing to buy yourself time to find the McGuffin in a host.
Or say you're fighting a Yak with a monowhip. Well, a decker could just brick the monowhip, but a TM can compile a machine sprite and cause the monowhip to critical glitch and have the whip user take off their own arm. Similar if someone is using High Ex Ammo.
If I got some juicy McGuffin data, and the corp wants it back at the cost of my life, well if I give it to my Courier sprite to hash it, if I die, so does their data.
In contrast if I have paydata for a blackmail and they want it gone, I could give it to a data sprite who can hide it within another file.
Yeah, I think technomancers have more tricks up their sleeves than deckers, which I think might make them better. Situational, sure, but what isn't?