Shadowrun is a tough chargen system! You built a playable decker, but it could be finessed.
Things to note as a decker:
Edge:
Many of your tests are opposed (variable threshold, but often high), and you often need series of successful opposed tests to do your task. This makes failure at any segment punishing, because it makes you at best, start over, or at worst, trigger security, get IC deployed against you, and just overall up the security threat of a job, etc.
Because of this, having decent edge is recommended. There is just a lot of variation in Shadowrun action success, and it is easy to have a bad roll (either your own, your opposed roll, or both, and with deckers, several of them along the way of doing your job). Being able to reroll misses a few times can go a long way to avoiding problems.
Decks:
You were right not to pick the fanciest of decks. Decks don't make you a good decker, and a lot of the fancy decks are often unnecessary for the ability level of a fresh out of chargen decker. Because decks can be reconfigured, you really only have to worry about the highest two matrix attributes in a deck (or one if you have the Perfect Time quality). Any of the Device Rating 2 decks work fine for a starting decker, leaving more resources for other things.
Skills A Issues:
I'm not a Skills A hater, but if you really want to be a skills monkey, Skills B and higher attributes (natural or augmented) tend to go farther. It lets you be even better at your chosen specialty area, and have a higher baseline for your lower dicepool skills. A Logic 6(

character is going to default on Logic tests with 7 die, while a Logic 5 character will have to invest 2 points in every logic skill to match those dice pools. The 6(

character can get 1 point of a skill in play and that pool goes up to 9. This makes lower importance or low threshold only dicepools much easier to obtain across the board with limited farther investment.
I'll also note that Skills A forces skill groups, often into your specialty areas, keeping you from more easily taking a specialty in those skills at chargen. You get characters that are generally ok at more things, but as a decker especially, you have to be really good at decking or you aren't much of a decker. So if going to keep skills A, I would probably NOT invest points in Cracking, because you are prob going to want hacking to be maxed with a specialty, and you many not even need any cybercombat. Park that group elsewhere (Stealth and Influence are common and useful choices).
Qualities:
The Overclocker/Perfect Time combo is a common (and albiet probably too cheaply priced) boon to deckers. Basically, it raises the top matrix attribute of your deck (ex. 5 to 6) and lets you configure your deck before and after you take a typical complex matrix action (Perfect Time gives you two free actions a turn instead of one). This lets you always be able to put your top matrix attribute where you want it and not really worry about the other ones. It is not required, but it is often hard to pass up.
That all being said:
My preferred elf decker priority selection is:
C Elf (will give decent edge)
D Attributes (Can get your Intuition/Logic high, everything else can be mediocre or less, and boosted further with 'ware if you want).
E Mundane (keep it simple)
B Skills (will get you excellent in everything you need to deck, and let you also cover more runner basics like sneaking, shooting, perceiving, talking, etc.)
A Resources (When only buying a cheaper deck, you have a lot of extra money to 'ware up! Boost your logic, boost your intuition, get a super-agile cyber arm or muscle toners, etc.)
You can switch Skills/Resources, but you may find that you actually have lower dicepools on many important things...