QUOTE (apple @ Sep 27 2015, 10:34 PM)

[...] probably because not every TM has a high logic, and if logic is the limit, it can rather easily be raised by norms to 9-11, while the TM would have to sacrifice resonance for it (because logic ends at 6 for them). So the hits would far more limiting the TM compared to the hacker.
How wouldn't almost every TM have high Logic?
It determines System Rating.
Apart from that, sure, TMs need to exchange some power for those high attributes, but we're talking about high-end ware anyways. At this point, you can trade a point of resonance or two.
QUOTE (Longes @ Sep 28 2015, 08:19 AM)

Because Technomancer's core ability is Threading. Threading gives you extra program levels to your known programs. Technomancer mechanics are such that you need to buy programs with BP/Karma, and there's a hard cap (Logic) on the ammount of programs you can have.
As someone else already said, this cap is only present during character creation.
QUOTE
Now, if you decide to use the SR5's Roll-and-Keep system, then having a Program Rating over 6 is basically pointless, because getting 6 successess on average requires 18 dice, which is already approaching the top end of hacking ability. But Technomancer's only strength over the hacker is in having Rating 7+ programs! That's your entire schtick! So while the hacker just spends his nuyen on buying R5 programs in chargen, spends his BP on buying good attributes and a varied set of skills, and then spends earned nuyen on upgrading his programs, the technomancer spends all of his BP on having 6 R6 programs, spends his nuyen on buying drones, and then cries in the pillow because he wants rigging augmentations. In the roll-and-keep system the technomancer is behind the hacker in his core area, and is a paralyzed cripple in every other area.
You're exaggerating wildly. For one thing, program ratings not only determine your dice pool. Among other things, e.g., Stealth rating sets the threshold for matrix detection tests when trying to find a TM and for Firewalls to detect a hack. As shown above, most TMs will already have a high Logic, because they're fairly attribute dependant and need it for their System Rating anyways. A limit of 5 or 6 needs a certain number of dice in any case, and can still be ignored by using Edge. In other words, you're blowing an issue out of proportion.
I also disagree with your assumption that high rating programs (or complex forms as they were) is the entire schtick of a TM. Yes, it is true that it's easier to build a competent or very good hacker with comparatively few investments in the karma department and with a lot of money instead. Hackers tend to be better at hacking at character creation than TMs. However, IMO, the "schtick" of a TM is that they aren't limited by money or the hard caps that apply to hacking equipment. Instead, they are the adepts to the hacker's street samurai, where the sky (or rather: karma) is the limit. Oh, and there are of course some other considerations aside from raw numbercrunching.
Furthermore, why wouldn't the TM from your example simply learn his rigging echos?
It seems to me that you may be arguing from SR5 TMs, who are indeed somewhat weaker.
tl;dr: SR4 Technomancers aren't crippled when limiting their hits using Logic. Or you can use the other optional rule.