Ace's concept has one problem, which is that it's not very easy to hide that you are an adept from Astral Perception. 1 hit on Assensing will tell you "Awakened," 2 will tell you "Adept." You need Metamagic (masking) to do anything about this, and it lets you oppose Assensing+Intuition with Intuition+Magic+Grade. Whether this is a problem or not really depends on how confident you are of not running into high-force spirits that can see through your masking and/or people not really caring that you're an adept.
Masking is generally pretty effective. Intuition+Magic+Grade will usually outdo Assensing+Intuition. Very few people will have Assensing higher than 4, after all; only someone pretty dedicated to it (i.e. a psychic detective type or something) is likely to consider Assensing one of the their two most important skills. By contrast, Magic will usually be 5 or 6, if not better. Intuition will usually cancel out Intuition. The advantage of Intiation Grade to the one using Masking just puts the ball even further in their court.
To give an example of this, during the game I GMed last week, there was a shadow spirit using Masking. Despite it only having a Force comparable to their Magic and no Edge, they were only able to beat the Masking when three different players did a teamwork test on their Assensing.
So Ace is pretty viable, once you actually have the 8-13 karma needed to initiate and gain the Masking metamagic. Before that, enemy magicians will be able to tell that she's an adept... which is still way less noticable than someone with cyberware.
Crucial things for Ace? Masking metamagic, obviously. Disguise skill to appear as whatever is least noteworthy for the situation. (The whole Stealth group wouldn't be a bad idea.) Con skill to fake normalcy. (Influence group is just great in general.) A mask, such as the nanopaste disguise, or physical mask spell or face-sculpting adept power, to change her face as needed. Clothing for all occasions. Subtle armor, either as armored clothing that looks normal or the form-fitting body armor full suit to go under normal clothes. (I would lean towards the latter. Then you only need to buy one.) If an adept, a completely undetectable weapon that's immune to metal detectors, such as the Morrissey Elan with Hi-C plastic bullets (mod to add integral silencer) and/or the ceramic knife. (If a magician, then spells can serve the same purpose.) Many, many fake SINs to be thrown away after use.
Something else to keep in mind is that the same skills that let Ace be unremarkable could also let her impersonate an existing person, if combined with the right spells or adept powers. (I'd have to look up exactly which ones, since I'm away from my books, but I think the adept powers are mostly in Street Magic or Spy Games.) With the right metamagic, she could even impersonate their aura on the astral. Good way to get into places, even if it's just to bide her time until she's needed.
Regarding Pinky (does she throw lots of parties?), while others have said that you might as well buy the whole Influence skill group--and they do have a point--if you were going to only get two, and social skills are your main thing, why not take them both up to 5? You can do that for two skills at character creation, after all. Add Kinesics (always a boon to social skills) if you're an adept.
The big question with Pinky is, what's she going to bring to the table when talking isn't an option? Even a face needs to be prepared to throw down when the situation arises. Guess it depends on if she's an adept or a magician.