Well, huh. I though that was a limit, but now I see it's a minimum. That's really odd - 70% of your BP on attributes is
huge, and a little weird. Normally the upper limit is 50%, not counting magic and edge. If you applied that to 400 BP characters, they'd have to spend 300 on attributes! Let me suggest some different things, but you might want to ask your GM WTF. You're going to have to start out super light on...everything that's not attributes, you actually have less to work with than a typical 400 bp mage.
Okay, first, let me figure out where those attributes should go.
B (10)
A (40)
R (40)
S (0)
C (40)
I (40)
L (30)
W: (40)
Edg: (50)
Mag: (65)
That's 355. Some of those points are not really doing anything useful. Logic does actually contribute to your knowledge skills and to your max foci, and I'm actually going to recommend starting light on foci and Enchanting your own because oh god, the points

Okay, keep Magician, Surge II, Mentor Spirit, Restricted Gear, and 35 negatives. That's even, points, 145 left to spend.
Gear: not having that power focus now will shaft you later, but there's a case to be made for enchanting your own sustaining foci yourself, later, so you don't have to get force 3 ones. 24 bp to buy and bind that, assume 1 more point for basic gear, 120 left to spend.
Spellcasting 6 + Spec (26)
Summoning 1 + Spec (6)
Binding 1 + Spec (6)
Enchanting 1 (4)
CS 4 (16)
Perception 1 (4)
Assensing 1 (4)
Infiltration 4 (16)
Influence 1 (10)
That's 92. 28 left to spend.
Oh hey, that's why I was running out of points last time, I forgot about negative qualities. Derp.
Okay, this should just barely work out. A sustaining focus is 9 to buy/bind and that will keep you working at the start. That's 19. That means 6 spells, and 1 point left over, I guess for a bit more starting gear. 5000 was going to be a bit tight.
At 6 spells, you gotta go for the most generally helpful magic. I'm going to suggest playing it very tight and taking:
Orgy, Control Thoughts, Influence, Mind Probe, Increase Reflexes, Increase Body.
Spells are not super terrible to buy with karma (5 each). You have Orgy for AE, Control Thoughts doubles as a single-target "attack," Influence and Mind Probe are pro in general, Increase Reflexes/Body are for buffing yourself so you don't suck too hard.
Use Increase Body through your sustaining focus to keep yourself at Body 5, and use Increase Reflexes and just take the sustaining penalty to get yourself +3 Ini, +3 IP, but -2 to all actions. You can drop that when you are sure you're not going to be in a fight.
Use Enchanting to get yourself more foci. I suggest a Force 4 sustaining focus for that Increase Reflexes, and a Centering Focus (once you have one initiation, at least, for Centering).
Actually, that's not as bad as I thought. You should be OK.
I'm going to suggest the Windling Tradition being Charisma, Materialization, and with Plant, Beast, Air, Water, and Guidance. (That's not an "optimal" tradition, which would look more like Task, Guidance, Guardian, Man, Water, but your GM is probably smart enough to spot tradition cheese). Air is a good all-round useful spirit type to specialize in; Guidance and Water have useful specific abilities (Control Weather and Divination), Plant has the silence thing, and Beast is for lulz. If your GM is concerned about a new players not taking complicated things you should probably stay away from Possession because it's both complicated and mechanically a mess.
Other notes:
I have no idea what kind of armor windlings wear. Do they wear miniature chainmail? I dunno, ask your GM what kind of low-tech armor is appropriate, and wear it so you don't die. As soon as you can, buy real armor. The human world abounds with fancy bullet-proof dresses. Also get something with Ruthenium Polymer Coating (Arsenal) for the sneak.
You have major, major problems in Background Count. I suggest getting Cleansing as one of your early metamagic choices so you can remove Background Counts, and I also suggest buying up your magic further once you can. It's trivial to cleanse BGC, but only if it is less than your Magic, otherwise you are fubar'd.
Spirits, in general, are quite good. Make sure you familiarize yourself with how your spirits work and what they can do. Air spirits are a good go-to spirit because they have Concealment and Movement, and high Agility/Reaction, making them good at fighting. Keeping a bunch bound will let you solve a whole lot of combat-related problems by hiding and siccing 8 air spirits (7 bound, 1 summoned) on whatever your problem is. They fight by using either Fear, or Engulf+Energy Aura.