Overall, a solid concept. Very good

However I think you're stretching a bit thin with the beginning character, and need to specialise a bit more.
Skills:A) Instead of getting the three sorcery skills seperately (Spellcasting, Ritual Casting and Counterspelling), bundle them up to get the whole skill group at 4 (40 points) and get the increased Spellcasting and Specialisations later (2 Karma in game, 2BP at creation... you'll save a Bundle of BP if you can wait until the next run or so to raise the specialisations)
B) Skills at 1 from CharGen are better spent elsewhere. I'd drop Gymnastics and Blades to just get some Dodge skill, or Raise Blades to 2.
C) Same for Binding @2. I'd recommend either dropping the skill completely (and raising Summoning to 4) or instead getting the whole Conjuring skill group at 2-3 (20-30 points)... Banishing is a very useful skill to have....
D) I really like your Knowledge skills (Curious as to how an Ork mage is learning Sperethiel, but I'm sure there's an interesting story there!

)
Attributes:A) Find a way to get Charisma to 5. These are your key drain attributes, and I cannot recommend enough pushing them as high as you can at CharGen. They will form the core attributes of your PC and will be used for
every spell you
ever cast.... attributes that get used the most should be the highest....
Other:Too many spells. A) A beginning mage is never going to be able to cast a damaging Lightning Ball without killing themselves, or at least knocking yourself out (and PC's have difficulty dragging and Ork Magician out of a firefight...Orks are heavy!)
B) Slightly similar issue for the Armour spell. Not really worth the sustaining penalty, unless you're only using it on an ally (and avoiding combat yourself).
C) If you want to stun people (like Lightning bolt) I think
Stun Bolt will suit your PC better. It's effective, and you won't give yourself massive drain damage casting it
D) Manaball is a deadly spell. Period. If the PC is outright set on killing everybody in an area, fair enough. But it's pretty harsh... Again, I'd recommend the Stun option (Stunball). Less drain, and more flexibility for putting a corp squad to sleep without being hunted afterwards for mass-murder... if you really want to kill them... Put them to sleep and then either Stun them again (into physical overflow), or slit their throats...
Again, this is a great build, and will be fun to play regardless. The above is just a list of learnings from playing mages a lot

I like magic...