Weapons:
The issue with using a regular bow is that it requires both good agility and strength. Guns just require Agility. It's tempting to take unarmed because that also takes good agility and strength. Having a gun option is easier, but I can see the desire for close-combat skills.
One option is to actually dump strength for Intuition (better initiative/defense/perception), still take Archery and Unarmed, but focus on Crossbows and shockgloves. These don't rely on strength, there are heavy damage big crossbows for when you know you are fighting in the open, there's a little one for sneaking in places if you need, and shockgloves/unarmed gives you a close-up/stun option. When using shock gloves, you get +2 to your attack roll (you are going for a touch attack only) and win on a tie, making the change of hitting better. You also could save PP as you wouldn't need killing hands. Doesn't seem like it is in your concept, but it might get you the best of both worlds.
Face?:
Good "Facing" often requires opposed dice rolls and a lot of negative modifiers. Unless you can get really high dice, it may not be worth it. It may take more investment than a high negotiation, like adept powers that you may prefer elsewhere. Is there another face in your group already? If not, it may be nice to have negotiations, but if there is already someone good at this, I wouldn't combo as a "face". But, you may be able to do some more infiltration (someone who can sneak/talk their way past protections). If you go the crossbow/unarmed route, your weapons don't make noise (bonus) and you'll have higher intuition (for disguise/perception). I noticed that you put a skill group into close combat. You really don't need 3 more ways to fight, one would do. Maybe put your sneaking dice to unarmed, and move your skill group to stealth. You can move Negotiation to Con, drop Ettiquette a few points (it's the one social skill that usually just requires a threshold check instead of opposed), and get a little lockpicking and gymnastics (don't need much).
So you won't be a negotiator, but more of a con artist. A big bonus here is that there are some great low-cost adept powers that are really helpful for infiltrating (facial sculpt, authoritative tone, etc.). Raven mentor spirits are popular with such characters too.
Everything else:
Really, if you have a prime build and an extra almost 100 karma to throw at it, you can probably swing whatever you want. It may not be optimized but if you can play well with your group, that's what matters.