So, mechanically speaking:
A - Attributes; this way you can have both good drain and you can have solid physical stats
B - Nuyen; you need a lot of nuyen for cyberware. You can get away with priority B if you use increase reflexes
C - Magic; you need at least magic C to start as a magician/mystic adept
D - Skills; This is where you're really getting hurt, but skills are "easiest" to raise ignore
E - Metatype; Gotta sacrifice something, and your edge is the sacrifice.
Attributes:
With an A in Attributes you can start with 5's in Body/Strength/Willpower/Intuition, a 6 in agility, a 2 in logic, a 3 in reaction, a 1 in charisma ... for example. 3 in Edge, of course.
Qualities:
You want Mentor Spirit. You could go Shark (+2 to unarmed combat), or Bear (+2 to health spells). Your call. Or something completely else. I'd go with the +2 to health spells, personally - your unarmed will be high enough that it won't need the boost, but you'll be relying on Increase Reflexes for your initiative boost. Bear also gives damage resistance, which is nice for your concept.
Agile Defender from Run 'n' Gun could be useful.
You'll also need negative qualities, as you'll need the karma for magic (15 karma gets you 2 points of magic), and skills, and possibly more nuyen.
Skills:
6 points in Unarmed and a specialization in Spurs
6 points in Automatics (or whatever gun skill you want) and a specialization.
6 points in spellcasting and a specialization in health spells. If you also get dice from mentor spirits you'd have 12 dice for health spells with magic 2, which actually isn't too shabby.
So thats already 21 points out of your 22 available and you don't have perception, sneak, etiquette, counterspelling, assensing (if you can get it) ... you get the idea. So that would be a big weak point. You can remedy it a bit with karma (buy a point or two in etiquette, perception, and sneak), but even so.
Spells:
Heal, Increase Reflexes, and Increase Strength (or agility, but I'd think you'd want to bioware up your agility instead) or so I'd say are minimum requirements. Whiskeyjack feels that you should get Combat Sense here, I'd argue its better to be a mystic adept and buy a powerpoint and do it. You do need a source of Combat Sense, regardless. You'd have room for 1 direct damage spell as well, given that you start with 5 spells (this is actually a little unclear ... you get 5 spells from your priority, but your max is magicx2, which would be 4 spells with magic 2. Not sure how this works).
For your tradition, Street Grimoire has INT+WILL traditions. Those would be best, stat-wise (INT gives you initiative, WILL gives you stun boxes, so you want those stats anyways).
Gear:
You can easily afford two fully base-statted (agility 6/strength 6) obvious cyberarms with spurs in each. You can afford a datajack, a reflex recorder (unarmed), muscle toner (you could have a nice 8 augmented agility), solid cybereyes and solid cyberears. You can afford a motorcycle or such, a nice gun, nice armor, and some sustaining health foci. Of course you'll also have enough nuyen for the basics - Fake SIN/licenses/commlinks. You'll also want some reagents for nice increase reflexes, at least.
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RP-speaking:
Corps for your background: Honestly, I think almost any corps works here. Low-level security goons aren't too different from corps to corps. Pick one that you can see your character working for in the past. I think Ares is pretty cool so I usually give my characters contacts with them, for instance.
Contact Ideas : You'll probably be dumping charisma (given that you need good physical stats and drain stats), so you might only be able to afford one. Whiskeyjack's idea here is probably the best thing.
Supplements with Cyberware: Nothing really yet, at least.
