Thanks for the Replies! Especially the detailed response by Kuirem.
The character has a nice, organic feel to it, but would not fit some campaigns. This is a character best suited for low-powered noir-ish games, where three thugs with lead pipes are a threat, where the Johnson is likelier to be a suit wanting you to get some dirt on his soon-to-be-ex-wife (rather than someone rolling the dice pools of the Fixer or Johnson NPCs in the main book). This is the power level of sample characters such as the occult investigator, the sprawl ganger, or the bounty hunter.
In a more "traditional" Shadowrun game, your dice pools are just too low, even for a generalist. So, be sure what kind of game it is. If everyone else is more min-maxed, you probably won't have a lot of fun.
I kind of disagree about being best suited for low-powered noir-ish games. I think a lot of people tend to post more min-maxed characters with crazy dice pools on this forums. (Imho, I think there should be balance between the horrible archetypes in the book and the multiple 20+ dice pool insane characters, some people like to post and play.) I think this character definitely works best with a larger team, and would have to be played smartly to be effective. (Roleplaying, Small Unit Tactics, Suppressive Fire, Intelligence Gathering.) I have played and GMed many games, where if a character would have just had the right active skill, knowledge, language, even at rating 1, it would have made a huge difference in the run, and I can think of a few runs off the top of my head, where having even basic level of a skill, could have meant success and not failure. (If even one of the characters in our last run I played, spoke Russian, we probably wouldn't have lost a teammate and failed.)
With First Impression, Profiler, and Consummate Professional, this character can get up to +8 Dice to use in Social Tests with Mr. Johnson. With 12 Dice for Perception, ability to speak 15 different languages, lots of knowledge skills, he's not going miss much. Also character is going to be way better suited if the run takes the team to some exotic location. Lastly, with so many skills linked to relatively high attributes, and by having a decent Edge, in an emergency, character can usually throw at least 10+ dice if needed.
Now for your character if you want him to be a face you still need to invest in it, raise his charisma to at least 5 and put your main skills (Intimidation, Negotiation, Con) to 6. From what you are describing you will probably use Intimidation skill the most so it's fine because even if you have like 3 less dice compared to an elf you will get a bunch of bonuses in it because you are an Ork, check the Social Modifiers table p.140 SR5 but you should at least be able to get the "Character is physically imposing" modifier.
What about raising Edge? I think high Intuition fits character concept too much to lower stat. 4 is still pretty high for Ork...
If you want him more to be a fighting character with some face capabilities your actual 4 Charisma and Intimidation should be enough but you will want to pump more into physical stats and consider dropping Aged as it is a pretty harsh penalty and get a better dice pool into fighting. Reaction Enhancer should be replaced by Wired Reflexe or Synaptic booster.
Wired Reflexes in 4th Ed. > 5th Ed. Initiative 11 + 1D6 means, unless he's injured or impaired in some other way, always going to get to go twice a turn. He's more like a Commander in combat, maximizing teammates potential. That is part of the reason I took Perfect Timing (Having that extra Free Action I thought would be nice.),
Small Unit Tactics 6. I don't know if you read any of the Run & Gun section on Tactics... I've posted a few below... Yes, definitely works well with others..
BOUNDING OVERWATCH
Successes required: 4
Description: This is the classic leapfrog maneuver
used when a unit must move while under fire. This can
be used as both an offensive or defensive maneuver. It
involves one combatant providing cover or suppressive
fire to pin down enemy combatants from a protected
position (see p. 179, SR5) as other members of her team
move to another position. This process is repeated, with
team members alternating roles, until either the objective
is achieved or the team is clear of the engagement
area. Note that locating sufficient cover is recommended
while attempting this maneuver, but is not necessary.
Benefits: If suppression fire is successful, the moving
elements of the team/unit receive a +3 bonus to defensive
actions while any enemy combatants receive a –3
penalty for any offensive actions.
MARCHING FIRE
Successes required: 6
Description: This tactic is straightforward: The team
maneuvers as a unit towards a objective, laying down
suppressive fire as they advance. When the team is close
enough to the objective, the steady advance becomes a
charge. In most military situations, this is accompanied
by either artillery or heavy weapons support and is used
as a final push against an objective. The serious drawback
to this tactic from a small unit standpoint is it was
designed for use by military forces with lots of expendable
personnel available. The Marching Fire maneuver
requires you leave any cover behind, counting on the
volume of your suppressive fire to keep the enemy from
shooting you. Obviously fully automatic weapons are
best for this maneuver. At one time firing while advancing
greatly reduced accuracy, but with modern technology
this is no longer a significant factor. The team leader
doesn’t coordinate in this maneuver much beyond designating
the target and giving the order.
Benefits: +4 for all attack rolls with semi-auto, burstfire,
or fully automatic firearms.
CROSSFIRE
Successes required: 6
Description: This maneuver consists of placing two
elements of the team into separate positions from which
both can envelope a single target from two different directions.
The team leader must first identify suitable locations
for his people to take up firing positions (solo
Small Group Tactics + Intuition Test, Simple Action). The
second step is maneuvering the team members into
those positions (normal Combat Maneuver Test). This
can be done either before combat as part of an ambush,
or during combat as a tactical maneuver.
Benefits: Attackers on the team receive a +3 attack
bonus.
It all depends on the GM so make sure to discuss with him if he would allow this. Assuming you are able to find something useful you could get some bonuses but do not expect one extra dice per success, a couple of dice at best and only if you use well the given information. If you have Data Trails you should look at the Profiler quality (p.46), it is something a bit similar to what you describe and maybe you can tweak it a bit with your GM.
He already has Profiler Quality. If you were the GM, what would you do, in regards to what bonuses Kinesics and Psychology would give? (Both are Rating 6 btw..
PROFESSIONAL You could easily sell your skills on the open market. This is themaximum skill level for starting player characters.Thanks again for the comments. )