Restricted gear for Move-By-Wire 3 is a double-edged sword, but might be worth it. With a rating 6 skilljack to go with it, you're already almost out of essence and you've blown a lot of cash, but you've got about the best skillsoft system you can ask for, and you've got some really good initiative. Though between the essence loss and the -3 social limit for MBW3, you're pretty much giving up on the social side of your flexibility. You can upgrade your subscription later, and start with a few key rating 6 activesofts. Datajack for noise reduction, to keep your wireless from being blocked. Maybe multiple datajacks, if your GM rules they stack and you can spare the essence. May even want to wait until in-game, since betaware datajacks aren't a particularly difficult thing to get, even if you're getting several. Probably best to get as many as you can with what essence you have left. Otherwise, enough jamming renders your core concept useless.
You'll want some awesome Intuition and Willpower, with the best commlink you can get and any means possible to boost your firewall, or a good decker/technomancer watching your back, because you're going to be shouting on the matrix, and if an enemy decker bricks your move-by-wire? At best interpretation, you are now barely competent. Fortunately, I don't see the issue I see with bricked wired reflexes, where the GM has legitimate grounds to say, "Your spine just got bricked. You can no longer move." (Which is half the reason I will never, EVER wirelessly enable wired reflexes. Or more than one cybereye, for that matter.) MBW seems to be purely external stimulus, so that if it's bricked, your nervous system is still intact.