I've never built a Magician before - this will be my second Shadowrun character ever; my first was a cybered adept. I want to be sure I'm picking my initial spells sensibly, because my gaming group tends to make character advancement a pain in the neck - our GM wants to roleplay out shopping and learning, so downtime can't be used, but some of the other players want action every session, so uptime can't be used. So it's important to me that my initial spell selection be broadly useful, since it's likely to take a while before I can buy new ones with karma and nuyen.
I'm a Voodoo tradition mage (from Haiti - 4 ranks in French ^.^). My current spells are Stunbolt, Stunball, Laser, Heal, Improved Reflexes, Improved Charisma, Physical Mask, and Trid Phantasm. If it's super important, I can recover karma (we're using karmagen, not BPgen) from elsewhere to buy more spells if I simply need more than this, since my body and armor don't actually need to be as high as they are - I'll die in one hit regardless - but I was thinking more along the lines of swapping them out for other spells.
I've let the mind control spells go because I can summon spirits with the Influence power, and Improved Invisibility isn't present because between my two illusion spells I think I ought to be able to get by. Levitate is absent because I can summon spirits with Psychokinesis. I am not confident in any of these decisions.
I also worry about taking Heal; in our last game, no one took physical damage unless it was stun damage overflowing, by which point healing the physical would not have brought them back. We also have a skilled technomancer in the group; I didn't have anything to do with his build so I haven't read his character sheet, but I believe he's grabbing Command 6 and will own a rank 6 medkit, which as I understand it will mean his healing will completely outclass my own. I get that they stack provided you use the kit first, but I can't figure out in what context I'd ever actually cast the spell.