What variant rules are those?
Just a house rule that a lot of people here on the boards seem to use. It does away with the Automatics skill, and puts Pistols, Longarms, and Heavy Weapons all in the Firearms skill group. Pistols covers everything up to a Machine Pistol, Longarms covers everything from Submachine Guns to Sniper Rifles. Heavy Weapons continues to be the same in every way.
Not default skill groups the character put those into pistol 4, speciality light. Eventually I'd want all 3 at 4 just for the group skills discount as all of them are useful in different situations (or would have been without my being alerted to the variant rules). Its purely theory crafting to work out how various advancement paths work and now I've assigned them more karma I'm planning to get a more powerful gun either shotgun or assault rifle as the primary weapon with pistols as back up. I'm leaning towards long arms due to the spread option of shotguns and the ability to snipe if needed but I'm curious if people think automatics (assault rifles) are a better primary weapon.
Longarms are definitely useful. Not subtle, but very useful. Often, pistols are regarded as a secondary weapon skill choice simply because they lack the overall power and versatility of Automatics and Longarms.
My other option was blades to get a weapon foci so I have a weapon that can be used on the physical or astral and can hurt creatures immune to normal weapons. However her strength is (and is going to remain) at 3 so a gun seemed a better option since her magic can hurt creatures immune to normal weapons and on the astral/physical planes anyway. Not to mention I don't know what a decent weapon focus value actually is beyond 1 so I can hit things and you can't just upgrade if you make a mistake you have to create an entire new one.
Mages and faces generally have pisspoor physical attributes, so I wouldn't recommend melee combat.