Looking good!
A few notes though:
Attributes: As Falar said, getting Willpower to 5 would be nice. It's an extra box on your stun track and will help with drain and healing. Some folks don't like having stats at 1, but if you are willing, your moving a point from Logic to Willpower could be useful. It doesn't mean the character is stupid, perhaps just more intuitive and people smart than book smart.This will allow you to keep your other stats up too, and you don't have any logic linked skills anyway.
Adept powers: Enhanced perception is opportunistically expensive if you have a lower perception skill (as you do) and without astral perception/assensing. I like having a former inmate having Nimble Fingers, but the character doesn't have any skills in palming, musical performance, or lockpicking to really take advantage of the benefit. Perhaps it can wait until after you get more power points or take a Way. I like the idea of the climbing focus, but the skills as written are kind of low to justify all of the adept power points towards it, especially with only one rank in each power. Falling from the side of a building is still going to hurt this character, with or without the adept powers. I do like the idea of rope homunculi (it's genius) which may actually make the power spread work... Though if you want to go more face, taking 2 or 3 ranks of Authoritative Tone and Commanding Voice, even with a low leadership skill, could really help this character take on more "face" duties confidently. For 6 power points, I would go:
Improved Reflexes 2, Combat Sense 1, Commanding Voice 1, Authoritative Tone 3, Agility Boost 1, and Facial Sculpt 1.
Skills: The only other note I really have is the tight squeeze of competencies you are trying to get out of the character while maintaining maxed skills in two weapon competencies. Even a lot of street samurai run with one kind of weapon skill, as you can only use one weapon at once in combat. If it were me, and I know this doesn't gel as well with your concept, but I would drop melee weapons all together. Clubs/unarmed/whatever, your strength isn't high enough to really be a melee combat monster, and those skill points could be used elsewhere. Stun batons can hurt some spririts, but the character is a conjurer and can use spirits to fight spirits with more effect. The character is so intimidating she can threaten someone with a tennis racket without actually knowing how to beat someone up with it. Holding a blunt weapon may be enough for this character without having to me a master in using it. In an actual fight, a gun and a spirit go a long way. With those 6 points you can actually max Negotiations and more fully occupy a face role, and/or you can learn a little binding to keep spirits on call (and with high charisma you can keep up to 8!), or you can be more B&E/climby or cast more powerful rituals. The character is an ambitious concept wanting to do a lot: She is good in a fight with one weapon skill, she is not better enough in said fight with two weapons skills, but misses out on other key areas she wants to be good in if she has two skills. The other minor tweak I would have would be to put all of your skill group points in stealth. Palming/Disguise/Sneaking take advantage of the character's high agility/intuition and may come into play more. The difference in the influence group dice pools between having a skill group point there or not is negligible (7 or 9 in negotiation, most fixers/johnsons are going to be better at it than you. Ettiquette/Impersonation 7 vs. 9 won't make much a of a difference either). If you are only going to have one point in gymnastics, just buy it with karma. Swimming or running I wouldn't worry too much about (just don't do a lot sprinting/swimming if you don't have to).
Ok. More notes than I thought. Basically: move a point of logic to willpower. I would suggest optimizing adept powers to be more face-centric. Move skill points in clubs elsewhere (All Negotiation would be my choice, but some binding or ritual magic would work for me too). Put skill group points into stealth.
I really really like this concept! Conjurer who can summon some mean Air spirits, hold her own in a fight, and make her enemies cower. I have lots of respect for players/characters who don't play spellcasters with the same spells. I think the character is really interesting and can be a great add to a team. She has a lot of growth potential (I can see taking The Spiritual Way for boosted conjuring dice and discounted adept powers, and initiating into Invocation for Great Form Air Spirits and maybe even an Ally Spirit!)