I vote for more Hobbes idea for more of a combat paramedic/former medical rescue team angle.... especially if you are trying to be able to take some hits for the team. I also vote for the drug problem.
Qualities:
Restricted Gear: Pain Editor
Cybersingularity Seeker (nice +2 Willpower for extra stun box, healing, resisting a lot of spells, and drug addiction resistance)
Jack of All Trades
'Ware:
Cerebral Boosters 2
Narco (for Cram and Psyche)
Dareadrinline (nice boost to willpower tests, including addiction)
Genetic Optimization if you really want more Logic
4 Cyberlimbs (as many as used as possible to squeeze in 3 armor in a limb and loaded with other goodies, it will also give 4 more boxes to your physical damage track)
Other basic 'ware (datajack, smartlink, etc.)
With just logic of 6, with cerebral boosters and Psych w/ Narco, you get your Logic to 10.
Your cyberarms will provide some built in armor to help take more hits, at help make sure the hits you do take are stun.
This would be a problem if you didn't have a Pain Editor, which lets you keep standing when you stun track is full, and stun damaged is halved when it bleeds over to your physical.
You don't really need initiative increasing 'ware if you use cram (your high logic will help keep addiction at bay) .
You can keep agility/str lowish and just load up your limbs with as much agility/strength you want.
You can get by with other lowish attributes... Especially when running psyche/cram w/ Narco, you get +2 Logic, +2 Intuition, +2 Reaction, and +1d6 initiative with not much downside.
I would prob go
Resources A
Skills B
Attributes/Meta C/D - (Meta C if going elf, dwarf, or ork, or meta D if going human)
Mundane E
You will may have money leftover for a nice ride and/or some thematic drones.
What's nice about cyberlimbs is that they have a lot of capacity. You can fit more 'ware into your body if you install them into your limbs.
Quickly modded up a not super optimized elf... right now character is at -9 karma but has not taken any negative qualities (or knowledge skills, or contacts). No major goodies installed in limbs yet and no gear.... still has 86k nuyenish with a full suite of 'ware. Skills have a lot of room to play with. I gave the character Chemistry so that s/he can cook drugs. You could prob afford to ditch the Dareadreinline for something else (mnemonic enhancer?) to save some coin.
== Info ==
Street Name:
Name: Unnamed Character
Movement: 12/24, 12m/ hit, Swim: 7, 6m/ hit
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf
Composure: 8
Judge Intentions: 7
Lift/Carry: 5 (30 kg/20 kg)
Memory: 14
Nuyen: 138330
== Priorities ==
Metatype: C,2 Elf
Attributes: D,1
Special: E,0
Skills: B,3
Resources: A,4
== Attributes ==
BOD: 3
AGI: 2
REA: 3
STR: 2
CHA: 3
INT: 4
LOG: 6 (
WIL: 3 (5)
EDG: 4
== Derived Attributes ==
Essence: 0.01
Initiative: 7 + 1d6
Rigger Initiative: 7 + 1d6
Astral Initiative:
Matrix AR Initiative: 7 + 1d6
Matrix Cold Initiative: 4 + DP + 3d6
Matrix Hot Initiative: 4 + DP + 4d6
Physical Damage Track: 14
Stun Damage Track: 11
== Limits ==
Physical: 4
Mental: 10
Social: 4
Astral: 10
== Active Skills ==
Automatics : 6 [Submachine Guns]
Chemistry : 6 [Organic]
Disguise : 5
Electronic Warfare : 3 [Sensor Operations]
First Aid : 6 [Gunshot Wounds]
Leadership : 1 [Rally]
Medicine : 1 [Extended Care]
Palming : 5
Perception : 6 [Visual]
Sneaking : 5
== Qualities ==
Cyber-Singularity Seeker
Jack of All Trades Master of None
Low-Light Vision
Restricted Gear
Poor Self Control (Thrill Seeker)
== Cyberware/Bioware ==
Cerebral Booster Rating 2
Dareadreniline
Datajack
Narco
Obvious Full Arm (AGI 10, STR 3, Physical 4) (Left)
+Armor Rating 3
+Customized Agility Rating 7
+Enhanced Agility Rating 3
Obvious Full Arm (AGI 10, STR 3, Physical 4) (Right)
+Armor Rating 3
+Customized Agility Rating 7
+Enhanced Agility Rating 3
Obvious Full Leg (AGI 7, STR 3, Physical 4) (Left)
+Armor Rating 3
+Customized Agility Rating 7
Obvious Full Leg (AGI 7, STR 3, Physical 4) (Right)
+Armor Rating 2
+Customized Agility Rating 7
Pain Editor
Smartlink