Be sure you check with your GM before you buy a full suit of FFBA. A lot of GMs won't give you the full value of it unless you are wearing the hood, gloves, and little booties, which makes it less useful to wear concealed under other armor. I usually get the half suit, myself.
I wasn't even thinking about not wearing the hood, gloves, and booties. The gloves and booties aren't that bad. Gloves aren't uncommon nor something to worked up over ("He's got gloves! He's a shadowrunner!"). Booties can double as socks (I'm assuming Form Fitting body armor isn't much thicker than cold weather wool socks). And as for the hood, headgear should be quite common in the current SR universe. Due to the ubiquity of trodes and simrigs, a lot of people would want to cover up what's basically a fancy hairnet as well as preventing it from getting loose. That's also why I think helmets will be common as well.
But you still want to keep the half suit, I would suggest as a following potential street outfit that gives you 10/9 armor:
Urban Explorer Jumpsuit 6/6
Half-Suit FFBA 4/1 (2/0)
Securetech PPP Forearm Guards & Shin Guards 0/2
If you want something "generic", replace the Urban Explorer Jumpsuit with an armor vest and wear half of the Securetech PPP leg and armor casings for 10/8 armor. You lose 1 point of impact, but now you can just wear normal clothing as appropriate. If you're cool with helmets, drop the casings and get a helmet instead for 10/9 armor.
Are you okay with stuff from War! or Attitude? War! has softweave which is extra armor at a modest price and Attitude just has some cool clothing / armor options.
As for weapons, what did you think of the Praetor? If you're going only BF with your smaller guns, another thing you could do is go pistols/heavy weapons. Use Fubukis or Thunderbolts (depending on how much you worry about police aggro) for your pistols. Then for heavy combat, pull out an Ingram White Knight until you can afford an errata'd gauss rifle and/or RPK HMG.
I'll make one skill a 6 and the other a 4. Which depends on how often you find yourself being able to carry an LMG. This is assuming you aren't using the Carrying Heavy Weapons optional rule (which I suggest you shouldn't but that's a debate for another time).
I would just remove Computer and Hacking skills if they're at one. That means you'll get to roll at most 8 dice to hack and that's really not worth trying. If you want something computer related, I'll put the points instead to Data Search and buy Optimized 2 Browse 6 program for 800Y. With a Data Search of 2 and hot sim, you can roll 10 dice for googling stuff. Then teamwork with your group's hacker when he googles and give them 3 or so extra dice (capped by their skill).
I'll lower pilot ground vehicle and loose Survival. With a Mirage instead of a contrail and AR, you have 12 dice defaulting. With Pilot Ground Vehicles 1, that's 14 dice which is enough to do all sorts of hard stunts.