I don't claim to be an expert character builder, but I'll offer a few suggestions I see based on my experience.
With your current attribute point load out, you're better off taking an Ork as your metatype rather than human, unless you specifically don't want to play an ork. You spend 20 points, and will end up saving quite a bit on the build. Your base body is higher than it is with the points you put into it, and your strength will be equal to the rating with the points you've put into it. I'd drop the ambidextrous for two levels in restricted gear, to allow you to get some better ware. I understand that a basic soldier isn't going to be worth incorporating high dollar ware, but a special forces character (Like you want) would actually have the better grade ware on them. Use those points to increase your intuition to a 5. Soldiers should follow their gut. I'd also drop your Charisma to a 4. Unless you're planning on your character being the next UCAS president (or a face first soldier second) you shouldn't need it that high. For your qualities I would suggest dropping Will to live, High Pain Tolerance, and Tough as nails. Your cyberware choices already overshadow the tolerance and will to live, and tough as nails you'd be better off spending those 10 points on body than on that quality.
As for the ware, I'd drop the skillwires and the wired reflexes for Move-by-Wire from Augmentation. That gives you reaction enhancers, wired reflexes, and skill wires in a neat little 3 essence package (the same as just the reflexes). I'd suggest dropping the Muscle Augmentation, Skill Wires, Bone lacing, Wired Reflexes and Muscle Toner. With the money you save I'd nab the Move-by-Wire rating 2. Then (when the skill suggestions are taken into account and you have the extra money mind you) grab muscle Toner 4 since you would have the restricted gear quality to get it. My other suggestion is to switch out the pain editor for a trauma damper. Pain editors are nice, but with the amount of money spent on training and equipping special forces, they typically aren't going to want to lose their soldiers due to them not paying attention to their monitor. Let the damage modifiers be mitigated by some rating 6 stimulant slap patches, they work wonders for those wound modifiers. The other thing about the pain editor, it's 18F for availability, you have to spend more BP to get the quality. I would also add an attention coprocessor since it's one of those wares to me that seems specifically made for soldiers, cheap perception increase. You might be wondering why I had you drop the muscle Augmentation, the reason for that is that soldiers don't need to be any stronger than average people, but they do need a better body score then average people for all the calisthenics they do. Remember, (in my opinion anyways) soldiers that rely on strength 5+ in shadowrun are typically heavy weapons troopers.
Skills are an area we can hopefully trim some fat for the build. You've spent (by my math) 192 points on skills alone, which is almost as much as you've spent on attributes. A rule of thumb I use is 130 points spent on skills max, that gives enough BP left over for nuyen and tweaking at the end. I'm breaking that for you so we can try to keep the fluff background intact. Negotiation is a nice skill, but the problem is with the military is they get an order and pass the order on, little room to negotiate. I'd cap that at 4, since that puts you on par with most diplomats for negotiation purposes. On second thought looking at it, I would drop negotiation, etiquette, and leadership in favor of taking the skill group at level 3 which drops negotiation by one, but raises etiquette by two, and you save BP on doing it.. Next, special forces are trained to use their pistols as a last resort, and to rely more on their SMG/Assault Rifle/Carbine so I would move that up to a 5 or 6 since special forces are going to want to get a real gun in their hands ASAP when their on the run. Plus you're more dangerous at mid to long ranges which when pinned down soldiers need to be, and you are better for room clearance which is another specialty of special forces. Medicine doesn't really fit to me. Special forces are certainly trained in first aid, but only the corpsmen will be trained in long term medical care. I would suggest dropping that. I would drop shadowing and infiltration in favor of the stealth group at 2. With the changes in the muscle toner you're infiltration will be the same, and with the intuition boost your shadowing will be better. Additionally you'll be gaining the use of palming (soldiers like to hide knives behind their forearm for wetwork) and disguise (a useful talent for special forces that operate behind enemy lines).
Here's what I've got along the lines in Chummer;
Attributes (190 points spent total)
Body 5
Agility 5 (9)
Reaction 4 (

Strength 3
Charisma 4
Intuition 5
Logic 2
Willpower 3
Edge 2
Qualities total of 25 BP gained
Restricted gear x2 10 BP
Day Job (20 hrs/week) +10
Hung Out to Dry +10
Records on File (UCAS) +10
SINner (Standard) (UCAS) +5
Skills (160 total BP spent on skills)
Automatics 6
Diving 1
First Aid 3
Gymnastics 4
Intimidation 3
Parachuting 1
Perception 4
Pistols 4
Unarmed Combat 4
Skill Groups
Stealth 2
Influence 2
That leaves you 50 bp for nuyen (250k for gear) and 5 bp for contacts
Of that 250k my suggestions for Ware are
Move by Wire System rating 2
Attention Coprocessor rating 3
MPC Bridge
Muscle toner 4
Sleep Regulator
Trauma Damper
That would leave you with 60000 left to buy some gear, you may not get your activesofts right away, but if you save your nuyen you can get them down the road. The reason I made most of these changes is either they didn't fit the character idea, or they will give you room to grow down the road. Couple of notes on your gear choices other than what's been pointed out. Cougar fineblades are nice, but I find a survival knife at 50 nuyen is infinitely better than the cougar fine blade. It costs 500 less, and it has a bunch of useful gear included that any soldier would find useful, and it has the same in game stats. Sharpening it is as easy as asking the GM the price for a whetstone. If you want a ranged stun weapon I'd drop the pulsar and just buy some stick n shock ammo. Better range, same damage and no need to draw another weapon. Plus you can get a silencer for the pistol and be set for being quiet. Unless you have some computer skills I would suggest ignoring the programs for the commlinks, and if you're going to get an agent just go with rating 2 since rating 4 and higher tend to be better for hackers since yours is just a search bot. The last one is to ask your GM if he plays it that you specifically need a license for each piece of gear that's restricted, or if a general license will cover them all. Such as Augmentation taking over for the Move by Wire and Muscle toner. It's a 50/50 shot, and I find that most GMs play that a general license is going to cover most things.