Even if you don't think you need Computer, buy 1 rank and Specialize in Commlink. 'Cuz I bet there are people even on the forums here that have limited computer knowledge, but can do a LOT of stuff with your cell... 
I like that. In no small part because it's very true. . .
I'm probably repeating a lot of what's been said, but I'm taking it from the perspective of being a new GM (never played the game until 4A, and only started running 3 months ago) with 100% new players. So we've been digging through the books and learning the hard way just how vital some of these skills end up being:
Perception (the party's gun-nut has a bad habit of staring into his soy-caf instead of seeing the people trying to kill him)
Etiquette (The number of times the Johnsons end up wanting to kill my runners is frightening. . . they're that rude. One of them cut spaghetti in front of a native Sicilian! Who he owed money! He lives *only* because of that second statement)
Dodge (Bullets just aren't your friend)
Some sort of non-magic combat skill (there are times when leaving an astral signature bites you in the ass. With an assault rifle.)
Stealth Group (A mage who can't slink away is a mage potentially riddled with bullets.)
You probably won't be able to afford everything everyone here is suggesting, so prioritize amongst the suggestions and also consider how much you want to min-max vice spread out in the interest of a fun character with a real background. To that end, the team technomancer has one point in the Animal Husbandry skill group. Why? He grew up on a farm, it's how he met his wife (if I understand the backstory correctly). I'll find a way to make it relavent once in a while, that's my job as a GM. Player's skill selection tells me what kind of game they want to be playing and what sort of things they want to do with their characters. Will it always be useful? Nope, but them's the breaks.