Then I'll give an overview of the automatics group. Since you had no mention of Stick and Shock (SnS), I'm assuming a SnS free world. Also it sounds like you don't have Gun Heaven.
There's actually only a few points of important difference between a firearms of the same group. Since damage and conceal are more or less fixed within a group, you don't care about that. As long as you keep up fire for 3 passes (27 rounds on FA, 18 on BF, and 3 on SA), clip size is at best a minor beanie. If the other benefits are good enough, 18 round clips can work (2 passes on FA fire). What you really want to look at is innate recoil compensation (not from stuff from gas vents and the like) since you really want to hit RC:8. Built in beanies like smartgun systems or scopes are nice, but you often don't need to worry about them. You should also keep in mind
Common modifications you should get are gas vent 3 (on the barrel), personalized grip, chameleon coating (-4 conceal is really nice), external smartgun system on top (if needed), and gyromount on the arm. That'll give you 3 mod slots left over for other stuff. Shortened Barrel is a nice choice for -1 conceal but reduces ranges. Ideally you'll want a concealable piece and a heavier piece for heavy fighting and mod the weapon accordingly.
I'll drop the handblade and just own a knife or drop a point of armor for the gyromount. If you don't get a gyromount, you'll have to find other sources of RC which would vary (underbarrel weight or foregrip + sling mainly). You'll lose 2 points of RC, a lot of mod slots (auto-adjusting weights), or 1 RC and concealability. Shock pads and the like are good easy to get 1 point of RC but may require two handed use which may lower your effective agility to 7 (average of the two arms) or 4-5 (lower of the two arms due to careful coordination). Personally I don't think they do, but I'm not sure if there is a stock using 1 handed stance you can take in real life and your GM might care about that.
Automatic Pistols are basically light pistols that are bigger and fire faster. Thus, they fill a similar niche to light pistols for the automatics group. They're your light concealable pieces (-2 conceal after chameleon coating). With a coat, shortened barrel, and a concealable holster, you can get up to -6 conceal.
The pistol I like most is the FN 7-C after a small firing selection change. You'll have 8 points of RC after mods. That's enough to have no penalty FA fire. You only have enough for 2 passes though. If you can find 1 more point of RC, the Ares Crusader works after similar mod work (you gotta remove the old Gas Vent 2 though). The MP9 from Gun Heaven is a forbidden 25 clip version of the FN 7-C (remove the foregrip for better conceal).
SMGs are a good compromise between conceal and offensive power. Since you're a cyberlimb user, SMGs have the advantage of being one-handed which is a big deal for you (you'll get to use your agility 9 with them, then either 7 or 4 for heavier guns depending on gm ruling). After chameleon coating, shortened barrel (if desired), and a coat, they're -3 conceal. They're a good option for you to specialize once you earn some karma.
They're 5 SMGs that I'll recommend. The first are the Ingram Smartgun or HK-227. Both have a lot of innate features including restricted sound suppressors. The Ingram Smartgun has slightly bigger clip, but has no SA fire option. With enough RC, you'll want to BF even when you're using the sound suppressor, but some GMs make BF louder than SA. Since they're innate sound suppressors, they're extremely quiet (-6 to hear).
The best full offense regular SMG is the Praetor. With its huge clip and 1 point innate RC, it's quite easy to reach the magic 8 RC threshold. It even comes with cheap electronic firing so you save a mod slot there. It's only flaw is that it's forbidden. It's a good gun for when you don't care about how legal your gun is.
An interesting option is the M4A1 from Gun Heaven. It's a SMG that has 6P base damage, but is vintage (no smartgun or other electronic mods, other mods are x2 price). With a laser sight (or red dot sight from the same book), you're losing a die to hit for +1 DV which is a good deal. You can't get chameleon coating so it's not a particular concealable SMG. But, it's a cool option for when you can have a gun out.
The last SMG worth commenting is the Ingram Supermach 100. With an gyromount, you can hit 11 RC needed. Then means you're hitting for 9P and 9P narrow bursts instead of 10P and 7P which is an arguable tradeoff. The Supermach really shines with SnS rounds.
Assault Rifles were formerly the heaviest of the automatics group. That title now belongs to the Battle Rifles. Without optional rules, you must fire them two-handed. This may or may not be livable depending on averaging. With a coat and coating, you have -0 conceal.
The best AR without question is the Ares Alpha. The 2 innate RC seals that. The grenade launcher is a fun beanie if you ever want to use it. It's forbidden though. After that, it's the AK-147 due to its innate recoil compensation of 1. If you don't have War!, then any other AR will do. They're pretty much the same after the Ares Alpha. The HVAR is fairly meh HV option, but still worth considering.
Battle rifles were introduced in War! and expanded in Gun Heaven. Basically they're AR with LMG ranges and 7P -1AP base damage. I assume you can't coneal them. Since you have a gyromount, the HVBR is the best. Unlike other HV weapons, it loses no DV making it just win. Otherwise, the AVC-7.62 or Sig Sauer 574 are good choices.
I hope that helps!