Doing a Decker with pretty good combat capabilities is not that hard. Mundane or Adept both works fine. The hard part is if you want 3 passes consistently. Then you have to compromise and the deck will probably be a lot worse. In my experience Sum2ten helps, at least with the mundane versions.
But putting some numbers on a paper is not really the important part. I concur with Hobbes above. Most important is you having fun playing the character. Talk to GM and group. It might be best to continue as you did before.
I modified my decker to get wired reflexes and some other things to accomodate. Not as fast as a dedicated Sam but a really competent decker with a good deck. Still has the choice to get a cheaper deck and upgrade the Reflexes.
Priorities: Resource A, Attributes and Skills B, Meta and Magic E (sum2ten)
Attributes: Bod 3, Agi 5(7), Rea 4(5), Cha 2, Int 5(6), Log 6(8 ), Wil 3, Edge 3, Initiative 11+2D6
Qualities: Biocompatibilty Cyber, Codeslinger, Perfect Time, Trust Fund 1, Bad Luck, Phobia, SINner
Augmentations: Cerebral Booster 2, Cerebellum Booster 1, Cyberdeck, Cyberears 2(2 antennaes, link, spectrum), 2 Datajacks, Alpha Muscle Replacement 2, Wired Reflexes 1, Smartlink
Skills:
13(15) Automatics 6 spec Assault Rifles
8(10) Con 6 spec Fast Talk
3 Etiquette 1 (karma)
11 First Aid 3
7(9) Perception 1 spec Visual
14 Computer 6
14(16) Hacking 6 spec Hosts
9(11) Cybercombat 1 spec Personas
9(11) Software spec Data Bombs
9 Hardware 1 (karma)
9 Electronic Warfare 1 (karma)
9 Demolitions 1 (karma)
8 Locksmith 1 (karma)
12 Sneaking 5 (Stealth Group)
12 Palming 5 (Stealth Group)
11 Disguise 5 (Stealth Group)
Gear: Microtronica Azteca 300 with programs, fake SIN rat 4, Weapons, ammo, Armor, Jackrabbit, etc