Read SR1 and 2, but never had a group to play. Now, my hack'n'slash D&D group is rolling into SR4A. We're limited by GM to SR4A only for the first run so we all get up to speed (including the GM), but we'll be allowed to tweak, or even replace characters, and use other core books such as UW.
So, I'm biased to the TM, and after reading all this, I'm looking for a critique. This is both for the character, but also get some feedback so I can see where my understand misses and I need to review/reread. Keep in mind, SR4A only, which I know cuts out a number of options.
I'm not investing a lot in this, as I want to see how heavily Matrix/Astral play, as well as if the bias to combat overrides stealth that I saw in D&D.
Ork TM
B 4
A 2
R 1
S 3
C 4
I 6
L 5
W 5
Edge 2
Res 6
Essence 6
Skills:
Electronics Skill Group 4
Hacking 4
Electronic Warfare 1
Compiling 4
Registering 4
Gunnery 1 (planning a gun w/ pilot 1 program)
Gear: 15k, likely copying the SR4A sample TM's gear and adjusting it.
Positive Qualities: Technomancer
Negative Qualities: Sensitive System <cheeze>, Scorched (Hacker/TM), Allergy (Plastics, Mild)
Contacts: Spider 2/2, Blogger 1/1
CFs
Analyze 6
Command 6
Exploit 6
Spoof 6
Stealth 6
Thoughts? Glaring Weaknesses I failed to mention? Ways to improve without serious changes? Keep in mind I'm looking both for the character but also some thoughts on characters in general.