Allocating combat pool dice to offense adds to drone gunnery tests.
So long as the rigger has the smartlink cyberware and the mounted weapon has the smartlink accessory, the smartlink bonus applies (but not when multiweapon penalties apply).
An MCT-Nissan Roto-Drone can tow (i.e. lift) a Doberman over any terrain.
Drones can be upgraded with autonavs, and gridguide can be activated over remote control.
Drones can be upgraded with mechanical arms, which allow drones to interact with elevators and loot most items (but not cash or keys).
A high carrying capacity drone upgraded with heavy duty mechanical arms (neither of these are available in chargen) can easily loot large quantities of heavy armors with decent nuyen values. Along with good negotiation and intelligence, plus either the decrease intelligence spell (for spellcasters), kinesics (for adepts), or cultured tailored pheromones / biosculpting (for mundanes), the rigger can become one of the fastest nuyen farmers in the game.
While most reaction and initiative bonuses from 'ware don't apply while rigging, drugs do. In particular, Cram is cheap, long lasting, and has no crash effects. With sufficient initiative, it's possible for a drone to defeat more dangerous enemies by downing them before they can act.
The code for drone movement currently ignores initiative, so it's possible to enter a room, shoot, and then immediately leave the room without being delayed until your next initiative pass.