Overall, I really enjoy the Technology Guide and I think it will add a lot to our games. There are a few things that I don't see eye to book spine with and making a few house rules.
Changing the power that the technology runs on. After a few hundred years I don't see why some enterprising item crafter couldn't have figured out the voltage and amperage of the technology and use Craft Wondrous Item to make magical electric generators to plug gadgets into.
So, we're saying it runs on "Alien" energy that cant be directly duplicated by magic. I say "directly" because that leads into the Recharge Spell.
The Recharge Spell is changed from an evocation to a transmutation spell. It doesn't recharge the device rather it transmutates the device into a fully charged state. This drops the chance to overcharge a device. Which leads into the next house rule.
A race that crafts starships and vortex guns but doesn't put power readouts on their gadgets like my cellphone has? Anyone that as Technologist or Weapon Proficiency with the tech weapon they are using can use a free action to look at the power readout to see how many charges are left in a device.
With a battery having a 1 in 5 chance of burning out when recharged. Seems like after several hundred years. Just about all the batteries would be toast. A battery still has a 20% to burnout when the target of a Recharge Spell. A Technomancer can safely recharge a battery without the burnout chance with a Recharge Spell as part of his Arcane Battery class skill. Batteries charged from generators don't have a burnout chance.