Everyone knows Viper is the best Technomancer programming language by miles and Servoshell is probably the consensus last place pick.
But what if Servoshell is actually pretty ok? Consider these applications/intepretations of some rules and options:
1. Signal Relay spellshape:
You transfer a spell between yourself and your minion. If the next action you use is to Cast a Spell that affects only you, other than a polymorph spell, the spell affects your minion instead of you.
There's two interpreations. One is that this only works with spells that can only effect the caster. I originally adopted this and didn't consider any other possibility. This makes this extremely limited and very, very bad.
The second possibility, however, is that the limitation only requires that you choose to only affect you - so a mass buff would have to be limited to you, which would then transfer to your minion. I now choose to believe this in order to rescue this and make it actually functional. Now we can cast touch buffs on the technomancer, which then transfer to the minion. Defensive and utility spells are now on the menu.
E.g. putting Invisibility 4 at a distance on your Summon Robot might be worth it. Later with your 8th level jailbreak ability you can split that between you and your robot for 5 rounds each.
2. Minibot combat utility:
"It can't be used in combat!" It can, with other abilities. (These can all also be used with a Summon Robot, but unlike it you don't have to sustain the minibot every turn, and a stationary minion with no actions can do all of these.)
a. Remote spell use: Conceal Spell (feat 2) plus Incognito Spell (feat 4) lets your concealed spell originate from an overclocked minion. An advanced camerabot, which is level 4 and 1000cr, can be up to 1000' from you. As long as both you and it have LOS/LOE to the target the spell originates from the (invisible?) minibot. Great for massive range extensions, "it wasn't me, I wasn't there," and aiming cones/lines in weird ways.
b. Turbocharge Batteries: this feat 10 is a once per 10 minutes single action to have your minion stride (talk to your GM about adding traversal on this, since all but the early bellbot models float and fly instead of stride, otherwise keep a bellbot and only add non flying capabilities into it) and then destroy it in a 10' emanation. The starting damage is only an average of 15 (42% of a fireball for half the action), but scales at +5 per "rank" compared to +7 on a fireball (71%), narrowing the gap. At level 20 you'd be doing 57% of a fireball that's relatively ally friendly.
c. Bonding Charge: Your focus 3 spell is 2a for you to stride, then unleash a lightning bolt between you and your minibot. This starts at 3d12 vs a 4d12 lightning bolt, then only heightens +2 ranks d12. So it's half the time half a lightning bolt for half an action plus an included stride. If you wanted to move anyway and conserve a spell slot, it's not really that bad. Probably better for a Summon Robot on a Command plus Bonding Charge turn, though. Still, the minibot can be your anchoring point if you need.
3. The other focus spells:
a. Repair Protocols: Free focus 1, lets you sustained heal one or two constructs. If you target one construct you get 4.5HP per rank per round (45xrank for a minute), 2.5 HP per rank per round (25xrank for a minute) you target two. In combat this keeps your Summon Robot alive an extra round or two, maybe. If you have a mechanic drone, SRO, or Living Hologram in you party you just greatly increased their sustainability in combat and largely trivialized their out of combat healing needs.
b. Supercharge Satellite: Focus 5, 1 action, makes a tech minion quickened for 1 minute to strike or stride. Obviously best on a Summon Robot, but can also make your minibot extra zippy if you need to send it 1000' away in a hurry to relay a spell.
4. The Spell Cache: Since day one I've though this programming language had the least need to take feats that add to the spell cache.
1st: summon robot; 2nd: illusory creature; 3rd: discharge; 4th: speak with computers; 5th: control machine; 6th: dominate; 7th: wall of steel; 8th: phantasmal fleet; 9th: telekinetic tantrum
You can always pull a high rank summon robot for you main intended playstyle, or fake them out with a low rank illusory creature, three different spells to handle tech threats or challenges, dominate to try the same on gross disgusting meatbags, a shapeable wall for control, etc. Since we need Incognito Spell at 4th it's good that we can probably skip Expanded Cache. I'd still look at Spell Library at 8 but this and FORTRUN are the only subclasses I wouldn't feel a strong compulsion to take it on.
5. Leverage Specs: Feat 8. "Oh, it's Knowledge is Power, but limited to tech minions and not allies, and doesn't give defensive bonuses." Yes, but did you notice the duration? It lasts int bonus rounds! The real problem will be finding a free action way to recall knowledge, because you want to three action summon robot up front. I suppose it could be a round 2 support action. I will find it very funny if you can consistenly get on a summoned robot your overclock item bonus and a -1 circ to enemy AC that lasts the whole fight. Now if we can only get a status bonus to attack, surely not all the good ones are mindless, I can pick up the Viper heroism spell chips late game...
6. Mechanic Dedication for Drone: You can do this, but your Overclock Pulse will do little but provide rereshing HP when you command it (the attack bonus doesn't work with companions, the AC bonus does and I guess saves you a customization that does the same thing). Your focus spells will work fine. Your drone's dex compared to a max dex/defense option mechanic drone will fall behind by 1 at 4th level (and also behind on perception and saving throw proficiency) with equal consequences to AC and strikes, be 2 behind at 8th level when you take Tactical Drone (they get Advanced Drone and Deft, but you catch up on perception and saving throws), be 4 behind at 14 (you also are now behind on weapon proficiency, lagging -6 on strikes), then you'll be 2 behind on dex (-4 strike lag) at 16 when you take Advanced Drone. At 14 a mechanic drone will also boost its armor proficiency, saves, and perception 2 ahead of you (making you -6 worse on AC, -4 worse at 16). Basically at level 16 when you and the mechanic have both advanced as much as you can you're -4 at everything important (-2 on fort/will saves) due to 2 less on dex and proficiency.
Of course you can heal it and quicken it and cast lightning bolts connecting you to it that a mechanic can't do, and use it for a distraction or skill/utility purposes that a Summon Robot can't do, and with more resource durability to preserve spell slots. Something to think about. This will cost you some feats (2/8/16) and disrupt or delay some other things like the conceal/incognito feat chain.
(It is somewhat unlikely I got all the math perfect on this, but nothing should be too far off.)
7. Special Jailbreaks?: I'm not sure I will see a lot of use for the 3rd level Basic Jailbreak. If I'm willing to drop overclocked bonuses on my minion for at least a round to put a spell on it, I doubt it's often going to be 120' away but also not in line of effect. We close a door on it then buff it to fight alone? I Speedrun away at level 18 through some walls? Maybe. (It's not worse than the tickle damage of DPS++, though.)
The advanced at 8th seems more likely to matter - apply a buff to both me and my minion, split duration? Sure.
Conclusion: Overall I think there's plenty to work with here, especially if you have some allied constructs to help heal. You definitely can do some funky social and even combat stuff with the minibot I wouldn't have initially suspected when I first read it.