You've got the Strength listed as 3(9), but since you have Muscle Replacement Rating 4 it should be 3(7). This is particularly important, since that presumed Strength of 9 is the only thing letting you abuse the Soft-Weave rules to wear that absurdly tough armor with a Body of 2. (And even with that, you exceeded your encumberance limit on some of the armors you bought. Remember, only custom-fitted armor like the Military lets you have Body x 3.)
(Never mind the logical absurdity of getting the Soft-Weave mod for
hardened military armor.)
As someone else mentioned, you added the Delta-Amyloid multiple times, which I don't think is even possible.
You can't add SecureTech PPP to the Military Armor. Military Armor specifically states that it can't be combined with other armors besides its own helmet, so the usual exceptions to the "no stacking" rule like Form-Fitting and SecureTech don't apply.
Now we come to the rifle... and that's where the problems
really start. I'm not even going to get into how you exceeded the usual max on mod slots for a weapon; I'm flexible on that point.
It's great to want to recreate a real world weapon, but that doesn't mean that you get to give it whatever stats you want. The guns in the game, by and large, have real-world weapons that they have equivalent performance to, which should provide the benchmark for how to stat up other real world weapons.
You've got your Steyr ACR having an AP -11, which is more than could be achieved in the game by loading a weapon chambered in .50 BMG (the HMG or the Barrett rifle) with Anti-Tank ammunition. In other words, you're claiming that the 5.56x45mm carbon steel flechettes that the
Steyr ACR fires have more penetration power than
Raufoss Mark 211 Armor-Piercing High Explosive Incendiary. That's not backed up by common sense or by the game rules, not even with all the mods you've got on that gun.
The Steyr ACR is chambered in 5.56x45mm NATO. That's handy for us, since many weapons in the game are chambered in that same caliber: most of the assault rifles and light machine guns. Their stats are almost universally DV 6P, AP -1. Now, I absolutely understand why that AP value sounds absurd: giving a combat rifle the same armor penetration power as a heavy pistol is ludicrous! A Level IIIA soft vest that would stop a .44 Magnum cold would be useless against a rifle round. But that is how the rules are written. If a GM wants to houserule that all the rifle-caliber weapons should get a flat boost to AP (say, another -4, so that normal rifle ammo is equivalent to AP pistol ammo) for the sake of realism, then I have no real objection, but that's not really germane to this situation. Under the usual rules, Assault Rifles have DV 6P, AP -1.
Then comes the modfiers for the unusual ammo. In this case, we're in luck, since the describtion of the ammunition that the ACR uses seems to be an almost picture perfect match for what the Shadowrun rules call APDS: Armor Piercing Discarding Sabot. There's a needle of hardened material (carbon steel in the ACR instead of tungsten, but we'll let that slide) packaged in a spindle sabot so that it can be fired down a barrel much wider than its in-flight diameter. So we have a 5.56x45mm NATO weapon firing APDS. That makes for DV 6, AP -5. That fits, because the intent of the ACR's round is clearly to be an armor-penetrating round with a lighter weight and higher velocity than the usual M855A1 (steel penetrator tip on tin core with copper jacket) or M995 (tungsten penetrator tip on steel core) rounds that the military uses now. And while I'm deeply skeptical of
their claims that it will "defeat all known body armor" (the velocity that they're crowing about is only 4% more than existing AP ammo that is stopped by Level IV plates), I'll grant that it's probably a good penetrator. (Although the damage after penetration might actually take a dive: it's a narrower projectile with a shape that might not cause the tumble and yaw effects that give normal rifle rounds much of their destructive capability. But we can overlook that for game purposes.) But that just backs up the game's claims that APDS are the future of AP ammunition (and in fact improve on the ACR's round by replacing the steel with tungsten).
But, you may ask, what about the game rules that give flechettes a +2 damage bonus? Well, putting aside that the game designers of the early editions of SR weren't quite on the ball about what flechettes actually do (the damage and AP characteristics they have would probably be better suited to represent hollow points, and actually
are used to represent buckshot in shotguns), there's also the issue of the +5 AP that flechettes had that you definitely aren't including. Even if we say that these are special Armor Piercing "flechettes" that completely replace the +5 AP with a -4 AP while somehow retaining the +2 damage, you're still about 6 points of AP short of what you've got written there. So seriously, where did that come from?
And again, I must point out that while the word "flechette" is used in both places, the actual mechanics of the round is a dead on match for APDS. So really, what you've got here is an assault rifle loaded with APDS. With, I believe, the
very first APDS rounds to exist for a weapon this small, at that. So, I feel that DV 6P, AP -5 is the appropriate stat. If you need more damage than that, then shoot bursts. That's what recoil comp is for, after all. (And by the way, I'd also like to know where that RC 9 is coming from when you haven't mounted a GasVent, Stock Pad, Foregrip, Personalized Grip, Heavy Barrel or any other recoil-reducing add-on except for the bullpup configuration and the internal bipod which will only apply if you actually use said bipod by resting the weapon on something. Even the Ares Alpha only has a built in RC of 2. No way does the ACR exceed the cutting edge of the 2050s.)