Being new to the system and world I have a hard time imagining cyber augmentation in a way that I could play. I am ok with Technomancer and Mage, but I don't understand the requirements for technomacer much. I first thought about playing a combination of a mundane first aid provider, and a magic healer. Obviously he'd have to be a mage or adept. But when I tried to build something like that I ended up with a mess. That is why I had casting spells in version 1. They where left overs.
Any suggestions on how I can combine this concept with that of a mage would be greatly welcomed.
That's fair. Shadowrun is unfortunately extremely unforgiving to unaugmented mundanes. Thankfully medics and mages go well together. We'll make him unaugmented as well (there's a lot of augmentation that help medics, but we don't need them). This should at least give you the basis for you to flesh out.
First off, we need to get points to afford magic. We'll want a magic 5 and willpower 6 (70 points). One quick and easy way to become a dwarf. That will save you 15 points (10 saved from body, 20 saved from str, 10 saved from willpower increased, -25 for the cost) and lose 1 point of edge. Until we're sure we can afford it, we'll have to go down to 1 edge. That leaves us with 35 of the 70 we need. If you want to stay human, get a 5 willpower instead and you'll need to find 5 more points somewhere.
Sadly the skill system of shadowrun is very much "way more skills that you can possibly afford" style system. So a lot of just cool to have skills will have to be removed. First on the block will be less useful skills, instruction and parachuting. They sound cool, but they aren't going to help much. That's 20 saved right there. 15 more to go.
Firearms seems like a good skill group, but you're going to be casting as your offense. Let's go with a good sidearm and just get pistols 4. That will give you 9 dice (3 agility + 4 pistols + 2 smartlink) which is passable. That saves us 14 points (30-16). Giving us 1 more point to dig up. I'm sure we can find it so let's consider it done for now. You can easily drop this for more points. You could also go with automatics or even heavy weapons with the idea you'll want more heavier firepower when you can't cast spells.
Now we need skill points to cast spells and summon spirits. Spirit summoning is surprising easy. If we can get a force 4 power focus (more on this later), it's quite easy so let's get Summoning 1 for now. However for spellcasting, we're at a crossroads. I'm not going to kid you. Spellcasting 6 is what you want. However that means you can't have first aid 6. First aid 4 is quite good if the GM uses the Augmentation "use higher of skill or medkit rating" for the highest number of boxes you can heal. If you want to stay at first aid 6, I won't hold it against you if you do it knowing what's your paying for it. I'm going to assume you did downgrade first aid to 4 and bought Spellcasting to 6. This shouldn't change the math too much either way (one's going to be 4 and the other 6).
So we need First Aid 4 (we're just going to swap the points from First Aid 6 to Spellcasting 6), Summoning 1, and Counterspelling 4 (gotta stop those spellcasters!). That means we need 36 more points [(4+1+4)*4] for a total of 37 needed.
I noticed that you got the Outdoors, Influence and Athletics groups at 2. This is a bad place to put them. Outdoors is less useful than you think and your high willpower means you're good at living in the woods. So let's drop that completely. Influence is more iffy. You clearly want to have a bedside manner, but you'll never be a face. Let's get Etiquette 1 so you don't end up with foot in mouth disease, but drop the rest. As for Athletics, we're got to cut more so let's drop that too. After all of this, we've gotten back 36 points (20+20-4+20). We've got that 1 little point from before left over.
Now we need spells. The spells you really should get are stunbolt, improved reflexes, and heal. You're a medic and stunbolt is the go to pew pew spell for mages. There's a lot of good (and bad) spells so let's say you want 4 more. That's a total of 7 spells for 21 points needed.
One easy way is to add more negative qualities. I'll let you figure out what you want, but I suggest getting all 35 points worth. That give us 20 more points. We're now down 2 points.
Now let's cover your positive qualities. To be perfectly honest, they're bad (I can explain why but this is getting long enough already) and we need the positive quality points. You want Magician, Mentor Spirit, Restricted Gear (power focus 4). I'm not sure if you want anything else (let's not touch SURGE). This will give you 10 points back. Leaving you now up 8 points! Let's put those points into cash for 40,000Y. More on this latter.
So right now the sheet looks like this:
Metatype : Dwarf
Attributes (220 spent)
Body: 5
Agility: 3
Reaction: 3
Strength: 3
Charisma: 3
Intuition: 2
Logic: 5
Willpower: 6
Edge: 1
Magic: 5
Initiative: 5
Essence: 6
Knowledge Skills
English : N
Military : 4
Lone Star Procedures : 1
Bars : 2
Hong Kong Triads : 4
Security Companies : 4
Biology : 4
Active Skills (116)
Spellcasting 6
Summoning 1
Counterspelling 4
Pistols 4
Etiquette 1
First Aid 4
Perception 4
Intimidation 2
Pilot Ground Vehicles 3
Positive Qualities
Magician 15
Restricted Gear (Power Focus 4) 5
Mentor Spirit (Your Pick) 5
Negative Qualities
Sensitive System -15
-20 Worth of your choice
Spells:
Increase Reflexes
Stunbolt
Heal
4 others of your choice
Gear: As before + 40000Y
I just want to make this everything so far is cool before we start trying to find cash for your foci. You may end up cutting deep for a force 3 sustaining focus and force 4 power focus, but it'll be worth it. We'll need 90,000Y more and 7 BP to bind them for a total of 25 BP.
We may also return to look at your attributes. Sadly Shadowrun doesn't follow the golden mean when it comes to attributes. You'll want them really high or really low. You may want them high enough so that the GM doesn't single you out for punishment though. Ideally we'll want to increase your initiative and that means buffing reaction and/or intuition.
On a final note, logic actually has a good amount of traditions to go choose from. I'll go with what you feel like being. From there, we can decide what type of spirit you want to summon. This along with what type of spells you want to cast (my guess is combat or healing) will help us narrow down what mentor spirit you want.
This character is a logic mage who's handy with a medkit (15 dice before mods means 2-3 boxes healed). If that's okay with you, let's continue. If not, I suggest you go with cybered mage or mundane. That's where you get high first aid checks.