The archetypes often come under fire, but honestly, some of them are at least functional, if not optimized. Some of them are problematic, though, such as the bounty hunter and the weapons specialist. The bounty hunter archetype really sucks when it comes to actually doing his job. I can see what they had in mind for him - a rough, barely civilized troll that hunts criminals out in the boonies.
The main problem is that the way social skills work, and the way the Uncouth flaw works, this guy isn't a gruff, antisocial type - he is someone who can be suckered by anyone, who backs down from any threat, who can't even default when he is trying to shake down someone for information.
His skills, while they fit the concept at first glance, don't work out well in actual play. His dodge skill is useless - is he really going to use his single initiative pass to go on full defense, for a whopping two extra dice? Plus, he has gymnastics: 2 from the athletics group which does the exact same thing for ranged full defense, and multiple close combat skills that are actually better than dodge for blocking in melee. His combat skills, like the weapons specialist's, are a bunch of redundant low-rated skills for the most part, and combined with his low Agility and single initiative pass, make a character who is underwhelming in combat. Which is a bad thing, for a character intended for a combat role, who has significant resources invested in it.
He has tracking for the great outdoors, but he is not so hot in the sprawl. No intimidation, no shadowing, no data search; even his perception is on the low side.
UmaroVI's advice is the best, but if your GM insists on using the archetype as a starting point, then let's see if we can fix it, making it an ork per your request. I will annotate what I do, so you can explain the reasoning to your GM. I am assuming the basic book only.
BREAKDOWN (400 Points)
Core Attributes: 200
Special Attributes: 10
Race (Ork): 20
Active Skills: 146
Qualities: <25>
Contacts: 14
Resources: 35
=Attributes=
Body: 7
Agility: 5(7)
Reaction: 5(9)
Strength: 5(7)
Charisma: 2
Intuition: 3
Logic: 3
Willpower: 3
Edge: 2
I wanted to keep him as a physically tough specimen, but his Agility and Reaction definitely needed a boost for him to actually be effective in combat.
=Qualities=
Guts
High Pain Tolerance: 1
---
Addiction - Hurlg (think strong liquor), Mild
Allergy - Silver (Uncommon), Moderate
Bad Luck
The qualities, I completely re-did. They were some "meh" positive qualities, and some fairly crippling negative qualities. The ones I picked are meant to evoke what I think they had in mind for this archetype - a rough, tough, hard-drinking, down on his luck guy. The moderate allergy to silver is one I often pick for metahuman or awakened characters. Unlike more exotic allergies, it can come up enough that it isn't free points.
=Active Skills=
Athletics skill group: 1
Data Search: 2
Influence skill group: 1
Intimidation/Physical: 3/+2
Long Arms/Sporting Rifles: 6(7)/+2
Outdoors skill group: 2
Perception/Visual: 3/+2
Pistols: 3
Shadowing/Tailing: 3/+2
Unarmed Combat/Subdual: 3/+2
The biggest outlay, since he needs to be able to find people, then bring them in. His combat skills have been pared down - rifles for hunting people, a pistol for when he needs to keep it concealed, and either grappling or a shock glove at close range. His perception is better. He lacks dodging ability but has a much higher base Reaction (and can improve his Athletics later). He is still good in the wilderness, but now he can intimidate people for information, tail people without them (hopefully) noticing, and look for basic information on the matrix. Also, he is still a gruff customer, but can at least function within society socially.
=Knowledge Skills=
They are okay, although I would probably switch the two languages to make English the native one.
=Contacts=
Also okay. Sure, they could be more optimized, but I'm only fixing the really bad stuff.
=Resources=
I added 15 points to resources to add the following (keeping his existing 'ware):
Cyberware: olfactory booster: 3, wired reflexes: 2.
Bioware: Muscle Augmentation: 2, Muscle Toner: 2, Reflex Recorder - Longarms.
New Essence: 1.05 (remember that the bioware, the lower total, only counts for half Essence).
Mostly buffs, although I added the olfactory booster because it fit the concept - he can literally smell out his prey, now.
Other suggested changes: Tweak his weaponry to reflect his pared down combat skills. Be sure to add a smartlink to the hunting rifle, and skinlinks to all of his guns. You might downgrade his DocWagon contract to Basic, to get things like more survival gear and a good commlink (this guy is still outdoorsy, but not as much of a Neo-Luddite).
Hope this helps!