Areed. Post character creation due to how karma costs works people might bump low skills that are linked to high attributes. But at char gen its all attributes until maybe karma spending and even then probably not much in skills a specialization, maybe pick up a core skill you don't want to default in and didn't have a point for but that's it.
I feel the same, at least for my standard build style.
Again, I haven't played 6E so my opinion isn't educated, but it seems like +4 Skills vs. +2 Edge is a plausible trade-off. Not a slam dunk, but a valid consideration between whether more skills or more Edge will better round out a character (again, with many variables like the play style of the table, the skillsets of other PCs in the team, etc.).
It could be, but would mostly depend on the specific skills and levels in question, as well as your goal. In short my view is that if you are doing anything other than taking the highest possible ratings with free attributes and skills then you are losing out on points. Now that is not necessarily "wrong" or anything, I am just a natural optimizer, so doing otherwise goes against my nature.
Equal parts lower soak, action economy/Initiative changes and reduced PC damage output.
Less actions, and less damage mean NPC threats are removed slower, and take more attacks. Lower soak means the NPC attacks are likely to get something through.
However the lower soak totals work both ways as it means NPCs are taking minor damage from most attacks as well. So the less combat focused runners really should be chipping in with something, if just to finish off the last few boxes on a mook here or there.
A combat PC that opens with Anticipate plus a second Major action attack action really should remove one or two, and wound two or three NPCs in a pass. The rest of the team should be cleaning up. Ideally the combat PC then finishes the fight on their turn, before most of the NPCs get a second pass.
That would be the ideal you're striving to reach. The GM/NPCs may have other plans for your team. 
^All of this.
Your build has good base combat ability, reliable utility, and easy growth progression. If I was going to roll up a murder hobo that I wanted instant gratification with straight out chargen without using explosives, I'd go with this:
Skills E (10 points)
Magic D (Adept, 1 Magic)
Resources C (150,000Y)
Karma 0/70; 10 Karma (Logic 1 to 2), 15 Karma (Athletics 0 to 2), 5 Karma (Firearms Specialization), 30 Karma (Perception 0 to 3), 5 Karma (Perception Specialization), 5 Karma (Stealth Specialization)
*ATTRIBUTES*
Body 5
Agility 8(12)
Reaction 6(9)
Strength 1
Willpower 5
Logic 2
Intuition 6
Charisma 1
Edge 6
Essence 3.03
Magic 6(3)
*SKILLS*
Athletics 2(3)
Firearms 7(11) (Rifles +2)
Perception 3 (Visual +2)
Stealth 3(4) (Urban +2)
*QUALITIES*
Aptitude (Firearms), -12 Karma
Exceptional Attribute (Agility), -12 Karma
Exceptional Attribute (Intuition), -12 Karma
Exceptional Attribute (Reaction), -12 Karma
Impaired Attribute (Charisma) 6, +48 Karma
Stolen Gear, +20 Karma
*ADEPT POWERS*
Improved Ability (Firearms) 3
*WARE*
Used Muscle Toner 4 (-0.88 Essence, 64,000Y)
Used Reflex Recorder (Athletics) (-0.11 Essence, 7,000Y)
Used Reflex Recorder (Firearms) (-0.11 Essence, 7,000Y)
Used Reflex Recorder (Stealth) (-0.11 Essence, 7,000Y)
Used Sleep Regulator (-0.11 Essence, 6,000Y)
Used Synaptic Booster 3 (-1.65 Essence, 142,500Y)
*GEAR*
116,500Y remaining for necessities and stuff
26 dice attack roll with anticipate using an FN-Har with explosive rounds and burstfire will pretty much decimate all opposition you can target. Build has over 100k left for gear after essential ware too.