My wife is a ranged solarian. Let’s help with this.
Sun Lightning (Su) level 1
When you’re fully photon-attuned, as a standard action, you can shoot a straight line of solar lightning and deal 1d6 electric damage plus 1d6 additional electric damage per solarian level to all creatures within a 20 foot line from you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the distance to 40 feet, and at 17th level, you can increase the radius to 60 feet. After you use this revelation, you immediately become unattuned. Sun Lightning functions as a zenith revelation for the purposes of abilities that reference them.
Back to Starfinder to help the solarian!
Time to be more of what you are!
Prerequisites: Character level 6th, solarian
Benefit: Choose a solar attunement. You can only enter that solar attunement from now on, but you gain one additional stellar revelation of that type that you met the requirements for.
Special: You can take this feat multiple times. Its effects don’t stack. Each time you take this feat, you must choose the same solar attunement, but may take new stellar revelation that you meet the requirements for.
Ok, one more technomancer/solarian hybrid for Starfinder!
Rain from the Sun (Su)
prerequisite: level 14
Once per day as a full action, you can spend 2 Resolve Points to grant all allies within 60 feet a Solar Manifestation for three rounds. If an ally has a Solar Manifestation, they gain one point of attainment in any stellar mode they qualify for.
Let’s make some more stuff for the technomancer/solarian!
Spells for your Sun (Su)
prerequisite: level 11
You can spend 1 Resolve Point and one spell slot to instantly provide 3 attunement points in a solar mode any character is in as a free action.
More technomancer/solarian magic hacks! Let’s use some solar revelations….
Spell Revelations (Su)
prerequisite: level 8
As part of your move action to use Gift of the Sun or Spell-Powered Sun, you can expend a second unused level spell slots to give or gain the stellar mode ability and a stellar revelation of a Solarian of your level to another ally you can touch or yourself. When the solar manifestation ends, so this this ability. You use your technomancer spell save DC to determine the DC of any effect, but any ally touched would determine DC using their class level and their Charisma as normal for a Solarian.
Let’s keep up the fun for the Solarian/Technomancer. Now, how about we share the love!
Gift of the Sun (Su)
prerequisite: level 5
As a move action, you can expend one of your unused level spell slots to give the solar manifestation of a Solarian of your level to another ally you can touch. This manifestation lasts for one minute.
Time for Technomancer spell hacks that mix in the Solarian!
Spell-Powered Sun (Su)
As a move action, you can expend one of your highest level spell slots to gain the solar manifestation of a Solarian of your level – 2, minimum level 1, . This manifestation lasts for one minute.
More fun for Starfinder! Here is a feat for solarians.
You wield the power of a star, but have found a way to get power from another.
Benefit: A solarian may choose a second solar manifestation. You gain the powers of that solar manifestation at 1/3 your solarian level.
A few more operative exploits for Starfinder. Here is one to help the rogue who wants everything…
Dual Nature/Dual Solar (SP)
Prerequisite: 6th Level, Star Cutter
You gain the opposite level 1 solar manifestation of whatever you choose when you chose Star Cutter. This second manifestation can not be increased and manifests when you active your other power.
Let’s add a few more Solarian/Operative exploits to the game!
prerequiste: Star Cutter
Any target that you hit with you Solar Weapon is set on fire, taking damage every turn equal to dice you roll for your solar weapon till it puts the fire out at the start of each turn. As an example if you roll 3d6 damage, it would take 3 fire damage each turn. This may be combined with other effects.