Try a rebuild with A attributes, B Skills, C Adept, D Meta (human), E resources. Using karma to money and negatives to help buy back needed karma. It should help fill out your active skills better.
Generally having 3 maxed out attack options is bad. Have a primary and one back up. Dropping long arms can get you running(sprinting) 3(5) and acrobatics 3. Swimming is generally not needed.
Strength adds to base damage before net hits. Higher base damage help when dealing with high armor. While high body and will are good, actual boxes only show up at every odd number.
Sadly, you can't stack SecurityTec PPP Vitals with an armored jacket. You might get away with the forearm guards. If nothing else, they have higher capacity for mods.
Danger sense is generally crap, bonus to surprise test equal to rank. 1 rank of combat sense adds rank to defense pool and first lvl also grants free perception test before surprise test, pass that get +3 dice to surprise tests.
Enhanced Accuracy when using most blades is not need yet, even with pool of 17, especially with already using custum grip. Acc 9 is only going to be reliably hit around dice pool of 27ish.
Critical Strike adds +1 to DV to what ever close skill group you pick, your case blades.
Improve ability is how you raise your perception skill by max rank equal to skill x .5. There is no enhanced perception ability for adepts.
Why did you also max out longarms, but not acrobatics? Use your group for something somewhat useful and possibly flavorful with a cowgirl, like outdoors group.
Vision mag is also needed.
...interesting suggestions, let me take them point by point.
1. Taking resources at E would give her next to nothing in starting gear, (no Weapon Focus, no Qi Focus and a Street Lifestyle, the latter which would put her at a disadvantage right form the outset as she'd have to roll a fatigue test (3) at the start of every day) As is I had to juggle things around a bit even with 50,000 in resources (adding 5 Karma to that as well). I also have to look at the fact she'd be coming into play with others who have earned a lot of Karma and nuyen over the months and would be woefully outclassed with basically only a normal Katana, Armoured Jacket and a Pistol (kind of like a level 1 character in D&D joining a group of level 6s so I need to pump her up as much as possible under the chargen limits).
Priority C for an Adept would only give her only a 4 Magic attribute (as well as only a rating 2 in one skill as opposed to 4 - which I used for her Blades skill) which means she would have to spend two special or regular attribute or points to get it back to 6.
2. Not having a decent long range attack at all, as is the case with my current Face character, has been a more of a liability for the rest of the team she ends up with. Bows are just too unwieldy (and the DV best she can get is 7P with 5 strength compared to 10 - 12 P with a rifle which fits her "Cowgirl/Annie Oakley" side better). Longarms also lets her pick up a combat shotgun which can be pretty bad a**. As her gymnastics and running are part of a skill group, she can only use starting Karma to increase it, not skill points (requiring spending 19 Karma for the suggestions above 6 to raise each to 3 and 7 for the specialisation of sprinting) So taking them from Longarms and/or Pistols would not help. The best skills for the point swap would be her Sneaking and/or Perception.
3. [face palm] OK that was a ""Doh!" moment on my part. I'll have to see what I can do there, maybe shifting one point from REA to STR..
4. Again, unfamiliarity with 5E (even though it does stack in the Chummer generator). That drops the armour by only 1 (all the more to keep the Mystic Armour power).
5. Danger Sense is a bonus from her Mentor Spirit as is one level of improved accuracy. The mentor spirit (Dragon Slayer) I chose also fits her concept the best since in Missions, the Code of Honour quality is not permitted (don't understand why). Also, as per my previous post, I found a way to give her 2 ranks of Combat Sense taking out the using a Qi focus and adding another rating in exchange for her Improved Perception power (she has gear based vision perception enhancement that adds to her pool with the wireless bonus to compensate). With both, that would give her 5 bonus dice to surprise tests if she succeeds at her Perception test, or 2 if she doesn't.
6. Believe it or not, I have exceeded limits in successes on more than just a few occasions. For example My Face has a base limit of 11 and I've rolled more than that in successes for Negotiation and Con tests many times. Like having a bigger power supply in a computer, it's nice to have that "overhead"
7. My bad again, I thought critical strike was like penetrating strike but for weapons. So with a Strength of 5 that would give her +2 DV with Blades (9 DV with her Katana). that is pretty tough.
8. That was a typo, I meant "Improved Perception".
9. Again Acrobatics was from the skill group chosen and would have taken a lot of starting Karma to increase to 6. other than straight dodging it really doesn't come into play in most combat. Part of her concept is also an old west "sharpshooter" so a high longarms skill does make sense. As most of the Missions occur in an urban setting, outdoors skills would be pretty useless. She may love playing the part but she's still pretty much an "Urban Cowgirl".
10. She has Vision Mag as an added visual enhancement to her Ballistic mask Did I forget to note it?
Finally, one of the rules in the group is that we are allowed to make changes and tweaks to the starting character during the first three weeks/sessions they are actively played. So this is not set in stone yet.