Shadowjack - why aren't people going to like you if you have Charisma 1? Some people like introverts/shut-ins/jerks/whatever... Charisma is not described as likeability in the core. It is "force of personality," kind of how your look, and natural persuasiveness. It could be argued that a Charisma 8 elf can roleplay a really mean person, who gets his way by sheer intimidation (Intimidation 6 too). He could look really look the part: hardened, face tattoos, scars, bitten off elf ears, deep voice, etc. He also maxed his Agility and pistol skill to do trick shots for people who give him lip before giving him his way. This is a reasonable way to play a face - a character with super high charisma but if people meet him, they'll think he's a terrible person.
Shadow, I am thinking your concepts of these numbers are limited/fixed. It's ok to play them how you think at your table. But it really is not the rules that they have to be/should be.
I've posted elswhere that limits are a better measure of broader concepts like sociability (social limit), as they take in more factors than just a single attribute and reflects how well a character could perform on a range of related tasks (in this example social tasks). Unaugmented humans start with a social Limit of 3. An intuition mage can dump Charisma to 1 and still start the game with a Social Limit of 5. I would argue that they are reasonably more likable than the Social Limit 4 Street Sam who has Charisma 2 but lower Willpower and Essence. This of course isn't spelled out in the rule book, but a character who can never get more than 4 social dice hits is going to be less socially capable/likeable than a character who could get 5 hits. Regardless of skill, the social limit 5 character has an attribute configuration that allows them the capacity to be more successfully social even though they have Charisma 1.
Facemage:
I would add to your list, and I really don't know why I do this: That I expect my RAW characters be at least able to go toe-to-toe and with Professional Rating 4 NPC at character generation. The examples from the book are more about plain fighting, but if you replace highest attributes and highest skills to another archetype (face, for example, there are no face examples in this section of the book), your PC should be able to confidently, though perhaps with a little trepidation, take on such an enemy. I guess it's arbitrary to pick Rating 4 enemies, but it just seems like where an experienced/shadowrunner should be. Elite Corp Security and Special Forces are going to be really tough enemies, but I believe a runner should be able to outclass regular night guards and private police forces. I say this because your team is going to likely run up against a lot of regular gangers, security, and potentially cops who may outnumber the team significantly. The rating 4 examples, Organized Crime gangs/syndicates, seem like they have similar starting attributes and skills to distribute as shadowrunners, and that these organized gangers are not all that different from Shadowrunners (criminals making a living taking a slice from the corporate pie). Just my opinion, I find generally an experienced shadowrunner will probably not feel outclassed by a standard lonestar cop, will be respectful of organized criminals, and be legitimately afraid to have to engage with Elite Corps Security and will try to avoid doing so. I'd shift street scum down one or two ratings (built to be able to take on regular corp security lieutenants or cops) and Prime Runners up a level (matched with Elite Corps Security). Again, just an opinion here for where I think the power level should reasonably start for standard build characters.