While I respect the generalist/jack of all trades idea, I do think taking hacking 1 is bit of a waste. Hacking tends to be something either done in the long term planning, or needs to be done so skillfully on the fly. Both require a "good" hacker.
Also, the agility is way too low (and it does seem like there is an intent to have this character see combat). The arm is a nice idea, but you can't take customized cyberlimb 5 (agility), for a base agility of 2. Customized cyberlimbs are for bringing up the standard cyberlimb up to the characters base attribute (limbs have a base stat of 3, so it can't be customized for agility in this case). Its not a free upgrade to boost the stat up.
Its good to see edge that high on a character, tend to see it downplayed around here too much. Usually there are only 4 rolls a session you need to make, so its good.
The logic and strength are a bit high for a character who doesn't appear to use them. Shock gloves don't add strength to their DV, and logic is actually not used with hacking most of the time. I know the STR is tied to being an Ork, but it might be a reason to consider a different option (Orks are certainly great BP choices, but depending on location, the GM can easily play up anti-Ork prejudice, also, human +1 edge would be awesome on this character, along with a better max charisma for what is already obviously a face character.)
Instead of taking hacking (which is more of a specialist role), you might want to focus on hardware (and its B&E uses), along with a higher infiltration focus, which, with a chameleon suit (or suitable ruthyem polymer coating), becomes doable. You might want other gadgets for detecting security systems and the like.
If you're going a Face route, contacts are a very important decision, and taking none is a red flag. And really, in general, contacts are one of the best things to take at character creation, as cultivating those are solely done through what the GM provides once you get into the game (most anything else is a matter of money, and karma).
Not sure if I saw a lifestyle choice in there, but thats certainly needed unless you plan on sleeping in the truck. In which case, there is the amenties customization. With the right selection, you can actually begin play with a sizable amount of money (which is often a far better way to open doors than a gun, a B&E tool, or an ability to convince a guard).
The armour is fine, but at my table, FFBA and SecurTech is considered pretty heavy cheesing (its basically pure power creep from newer books). FFBA is great for "undetectable armour" on its own, so no reason not to take it. You might want to consider a "real" armour that can make full use of the character's body stat, like say an Armour Jacket. A bit more overt, but it always helps to have one in the back of the truck.
Ammunition and guns - You buy a fake license for a gun, but then buy a forbidden ammo type. Sure, it won't be noticed in a cursory inspection, but that EX-EX ammo is going to be more trouble than its worth, and its expensive. Also, some GMs may not be forgiving with MAD sensors, the Morrisey Elan, and non plastic bullets ("yes, it doesn't pick up the gun, but it does pick up whats inside the gun"). Also, where are your spare magazines? Sure, if you need to fire your weapon that much, you most likely need backup, but loading a single magazine by hand is not something one does in a firefight. This isn't a FPS video game where you say "I reload" and suddenly you put your gun away for a second and moments later pull it out with full ammo.
SINs - Good on the licenses, and having one. But thats your ticket to be able to buy food from places that don't have devil rats behind the shelves. If you only have one, have fun with that street lifestyle in about 2 weeks of running.
Gecko tape gloves, depending on where you are, these are of mixed usefulness. They're cheap enough to not matter really, its more a comment that if you're running the shadows in Seattle, these are really only useful indoors (which is certainly an excellent place to use them to go all Sam Fisher on the guards), due to the rain.
Otherwise, yes, reasonably good generalist. I think with a bit of personality would be useful in a group. Really with the interaction group 4 and the tailored pheronomes, this is more of a face. The big thing is contacts, you need those. I would still recommend lowering the total amount of generalizations, and focus on: 1 Face, 2 B&E, 3 Stealth, 4 Perception, 5 Pistol combat, 6 First Aid, and leave the rest to actual specialists. Hacking is not something one should dabble in, you're more likely to set off an alert and bring in the big guns by accident.
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