Neat Advices, Charybdis.

(+1 Rep)
In my experience you should let her create the PC that she likes to play, Building Points or Karma Points are only a guideline for campaigns. But you should keep the exact amount in mind, for later play with other players.
In a single player campaign, the PC is the center of the play, and it works a little bit different in some situations. In example, if the PC is overextended with a situation, she can always back out, and that will change course of the whole campaign, because the PC is the Campaign. Without any other player as backup she (the player) has to act smart, in many cases smarter than an average group player would, because her (characters) life and the whole play relies on her decisions.
The GM has to have a Master Plan, but his play is more react on her actions, as railroading her to the end of the campaign. It is a different style, because more free style improvising is needed as usually.
Main NPC and Connections:
Like Charybdis said, you should keep good notes. My favorite way is the 2 ring binders, one for Connections and one for NPC or the bad guys.
One little advice, in my experience single players rely on Contacts and Connections more than group players, and the GM should give more opportunities to get more new friends and contacts, as he would give in a normal adventure play. As usually it depends on your player and her hand for socializing...
In general we (my players and I) use a House Rule for Connections, every PC gets [(CHA + INT) x3] FREE Points to spend for some Connections, but their Loyalty Ratings are capped at [(CHA + INT)/2 (round down)], Connection Rating works as usual.
That tweak brings more color into play because everyone knows someone from their past... Most of the players use the free Connections in a similar way they use free Knowledge Skill points, giving their characters more flavor...
Maybe it is something you can use in your single player campaign, if you like to give her some Contacts to start with.
Connections are also good as payment for a Run in single player campaign, because money is not everything for a single person, and in a single player campaign money should be only a tool not the reason for the characters life on the streets.
I like single player adventures as starter, an adventure before the real adventure or campaign starts, it gives opportunities for player and GM to learn more about the character, and his or her role in life.
Yours faithfully,
UV