You may buy any number of spells up to a maximum of twice the Rating of your Spellcasting or Ritual Spellcasting skills, whichever is greater. Each spell purchased costs 3 BP. Learning them once the game has started costs 5 Karma. I don't recall if this info was in the creation section or the magic section, but that is definitely the rule. That means your character maxes at 8 spells.
Also, I see you are using the BP system. The BP system has the small downside of not meshing totally with Karma advancement, and such it is more effective to get certain things at creation and other things after it.
My first question is, what books do you have access to?
Some general tips: It is more efficient to buy attributes at 5s and 1s at creation. This is because the costs at creation are static but during game play raising attributes costs New Rating times five karma. This means the stats get more and more expensive, so starting at high values minimizes costs later.
The same can be said of skills, to a lesser degree, so it is always best to get skills at 1s (or 0s) and at 4 or better.
Your skill list is a bit pathetic. You have very little that you can actually DO, and that means you will be very bored and unsuccessful in the gameplay at all times other than combat.
I mean, really, all the spells you have are combat, and they won't do jack with a casting Magic of 1. Even if you base max Force of spells off of full magic attribute rather than just casting magic, your dice pool is only 5 dice to hurl magic. Even mundanes won't have too terrible of a time shrugging off your manabolts.
Couple that with only 8 dice in your specialty of combat, and it is looking pretty bad. Especially with only one Initiative Pass, unless your GM wanted only one Pass.
You may only have one Knowledge skill at 6, and the rest at 4 or less. OR, you may have two at 5, and the rest at 4 or less.
You didn't indicate what your sensei actually teaches. You must indicate a specific skill or skill grouping, IIRC.
What I didn't see a mention of is the BP total you are working with. Your totals are looking so weak, I doubt it can possibly be 400 BP. Let's see....220 in attributes. 84 in skills, broke even on qualities, 10 in contacts, 1 in gear, and 12 in spells....327 BP? did you post the whole character sheet?
Well, some things to add:
-Perception skill so you can't be surprised so easily
-1 point in each social skill - you defend socially with the same skill they used
-Dodge or gymnastics to move out of the WAY in melee
-The whole athletics skill group, for that matter, so you can move around the world, at least a 1
-The Stealth skill group so you can get the jump on your foes - surprise is crucial for melee characters, and mages who don't have invisibility need it too
-Some better Armor! You don;t want the GM to kill you!
-A commlink! It is also your cell phone!
-In Initiative Pass or two, unless your GM doesn't want them! Your IPs are the number of turns you take within each 3 seconds of fighting time, so building a fighting character without them will get you killed!
Some things to nix:
-Attribute Boost isn't a very good ability. You have to turn it on to get any effect, doing so causes Drain, and its effects are temporary. That 1 PP might do better elsewhere
-Rapid Healing won't be necessary unless you get shot up a lot, and then have to heal naturally. You can probably drop that power.
-You probably don't need Death touch and Manabolt and Powerbolt. Having a whole bunch of Direct Combat spells is a bad idea with a magic dice pool of 5, since your foes get Willpowr Plus Counterspelling. If their roll is better than yours, you suffer Drain but they are totally unhurt.