I think you're spreading yourself too thin - in particular, taking too many redundant options. Having 6 different ways of rolling agility + skill to do damage at range is not as good as having 1 good way.
Ditch Firearms. Spurs are concealable close-range weapons, so get either Heavy Weapons or Automatics at 4 instead. I can advise you about what weapons to carry depending on which you prefer.
You have a severe case of Human-with-average-stats-itis. You're paying 20 points to be a human rather than an ork, and you have middling stats most of which don't help you. In particular, you have exactly one agility-based skill where you wouldn't use your cyberarm stats, and it's at 2. Drop 2 "base" agility, add 2 infiltration, no change in your skills and you saved 12 points.
Even willpower makes me sad; get 3 or 5. Intuition and Reaction are both worth softcapping.
Charisma 3, Influence 3 is bad for karma efficiency. Get Charisma 5, Influence 1 instead.
I'm not sure you're getting any real value out of the Electronics skill group. You're not good enough to actually do anything useful; rolling 4 dice on Hardware to disable maglocks is simply a complicated way to set off alarms, a cheap agent is better at Data Search, and I don't know what you do with Software or Computer. Drop it, maybe pick one of those skills to focus on enough for anyone to care.
What's the MDS Subdermal Sheath?
On your arms, you need to fiddle with them a bit. You only need high strength and a spur in your right arm; your left arm can have other stuff. So you probably want to slot them like this:
Right: +3 Agility, +3 Strength, Spur, Armor 2, Evo Kali
Left: +3 Agility, Armor 3, Cyberarm Gyromount, Evo Kali. And don't get the Strength customization.
Your armor needs a-fixin, but let me wait for the next iteration to suggest how since if you go Ork, you may be able to get another point of body (leave your base body at 4, but add +1 body customization to your left arm; you could get more body by having base 5, and adding +3 to your left arm).