The GM decides what character creation method will be used in their campaign. If you don't have a GM yet and are just making characters for practice, then I suggest just using the Build Point method. It's the standard, and it's also simpler. You can convert it later if you wind up with a GM who's using KarmaGen.
If you're making a street samurai, then you're probably going to need a lot of nuyen to buy augmentations, weapons and armor. Best to assume that you're going to be putting the maximum 50 BP into Resources. If you wind up with cash leftover then you can trade it back for more BP, but I doubt you will.
You should probably put the maximum 200 BP into your Physical and Mental Attributes. You're going to be adding those to pretty much all your rolls, so you want them to be good. While Physical attributes are the main thing, don't neglect your mental stats entirely. Intuition applies to Initiative and Perception, so if you don't have it expect to get caught off guard a lot. Willpower helps you resist magical attempts to mess with your mind and maintain your self control.
You seem to want to play an ork. That's good, both because orks have interesting roleplaying opportunities and because they get some good boosts to physcial attributes for only 20 BP.
As a result, you have about 130 BP left for skills, Contacts and Edge (which doesn't count towards the 200 BP max for attributes). This might go down if you decide to take Positive Qualities, or go up if you decide to take Negative Qualities. You should probably try to get the max 35 BP of extra points if you can find enough Negative Qualities that work for your character concept.
Lets talk augmentations for a moment. I've made a fair number of street sams, so I like to think I'm pretty good at it. The big advantage of street sams is that they're versatile: the bonuses that their cyberware and bioware gives them to their Physical Attributes means that they can do a variety of physical things at least moderately well. Your main limiting factors for how much 'ware you can get are the cost in nuyen and the cost in Essence. Your Essence starts at 6 and can't hit zero or you're a corpse. Waste all your nuyen and you'll have nothing left for all the other gear you'll need. Bioware takes less Essence, but is more expensive. It's a balancing act. Probably about two-thirds of your cash is going to go to 'ware.
You've got Wired Reflexes 2. That's good. As a combatant, you'll want those extra Initiative Passes and that bonus to Reaction for intiative and defense, and the bioware option costs too much for a starting character to get without seriously draining himself. Stick with that. Maybe even add some Reaction Enhancers for extra Reaction if you can afford it. Wired Reflexes is completely internal, so people can't see it, but scanners can. Might not hurt to get a fake license claiming that they're legally obtained.
Cybereyes and cyberears are great. You can load them up with vision mods and audio mods so that you can operate in all sorts of situations, gain bonuses to perception, avoid penalties to attack, you name it. Smartlink is the most crucial. It calculates ballistics and paints a crosshair in your viewpoint so that you know where your gun is aimed. But you'll probably want the full set, or close to it. It's up to you whether they look just like real eyes and ears or are obviously fake, but either way they're legal and not uncommon.
A datajack is cheap, low essence and useful. By plugging your commlink into it (or equipping it with a skinlink), you can control all your equipment through direct neural interface, and issue commands to your gear or communicate with your teammates with just a thought. Datajacks are extremely common, so having one doesn't effect how people treat you.
Muscle Toner and Muscle Augmentation will let you improve your Agility and Strength by a couple points, and thus all the skills that tie to those. Very important. Agility is crucial for combat, but don't neglect Strength: in addition to melee damage, it's also valuable for many Athletics skills, carrying the sheer amount of gear that you'll soon have, and if high enough can even grant a point or two of recoil compensation. As bioware, these are completely undetectable without surgery.
Street sams are tanks, so you're going to want to be able to soak a little more damage. Orthoskin or Dermal Plating will add Armor. The splat book Augmentation adds Dermal Sheath, which is a lot like Dermal Plating. Bone Lacing or Bone Augmentation will add to Body for purposes of resisting damage, which is even better, and also add to unarmed damage. Bone Lacing will probably trigger a metal detector. Dermal Plating or a Dermal Sheath is very obvious.
You'll also want good armor, possibly including one set that's as much as your Body Score will allow, and another that's the best you can wear and still be street legal.
(At this point I have to ask... what books do you have available? I don't want to advise taking a bunch of stuff from splat books if you only have access to the core book.)
I agree that specializations can probably wait. They're much cheaper to get with Karma, and it gives you something to buy early on when you don't have enough yet for any big purchases. Get specializations with BP only if you have a couple left over and nothing else to spend it on.
For weapons, Assault Rifles are a great go-to for a street sam. Power, range and full auto capability without being so big that they're awkward to use. The best Assault Rifle, in my opinion, is the Ares Alpha in the core book. Comes with smartlink, underbarrel greande launcher, and two points of free recoil compensation that stack with everything. Leaves plenty of room for more add-ons.
If you want to go the heavy weapons route, that's also an option. It's largely a matter of personal taste and style. Machine guns, assault cannons, rocket launchers... but most of the good stuff is too high an Availability for a starting character, and none of it has any subtlety. However, it still pays to get at least a couple ranks of Heavy Weapons skill for an assault rifle's underbarrel grenade launcher, or for those rare cases when you need to use the biggest gun possible.
Skill groups cost 2.5 times as much as an individual skill, so if there are at least three skills in the group that you want, then it's worth getting. If it's just one or two skills, then best to just get them individually.
Athletics group is good to have at least a couple ranks of. Being able to run, swim, climb and jump can be very useful for covering ground, and with the good physical stats of a street sam, you can have a pretty good dice pool with even a little bit of the skill.
You might want the Stealth group or you might not. I guess the question to ask yourself is, do you see yourself using Disguise a lot? What about Palming? Because if you just want it to sneak into places and sneak up on people, then all you really need is Infiltration. (Possibly get an Urban specialization later, assuming that you do most of your work in a city. Or some other specialization if your background mostly had you fighting in a particular environment.) If you can afford to buy a stealth suit of some sort (Chameleon Suit or Reuthenium armor mod) that will be a substantial advantage for sneaking around.
You'll want at least one melee skill. You may want to get the whole Close Combat group to suit your character's backstory, but you may find that you can't afford it. Which melee skill you decide to go with is a matter of personal taste. I like Unarmed Combat, because you know you'll always have it available. Other people like Clubs, which in addition to things like batons and staves also covers hitting people with the butt of your gun or picking up a random heavy object. Blades is stylish, can include anything from a bayonet on the end of your rifle to an ancestral sword, and has the options with the most damage, but is also the easiest to find yourself without.
Firearms group at 4 is a beautiful thing. I have to confess, however, that the last street sam I played, despite having the whole group, never once used Longarms. Perhaps that would have changed had the game kept going, since he's just gotten his hands on a seriously powerful sniper rifle. And there is something to say for being able to pick up any gun and use it if you have to. You'll have to decide for yourself based on how desperate for points you are. Automatics is versatile. In addition to the aforementioned assault rifles, there's also battle rifles for longer range (although not if you only have the core book) and machine pistols for concealability. Pistols is great for you everyday carry sidearm, and your concealable hold-out pistol. (You want a heavy pistol for damage and a hold-out for concealability, especially one of the ones that's immune to metal detectors. Light pistols are sadly pointless.) When you eventually specialize Pistols, got for "Semi-Auto", which covers so many of the guns that I kind of can't believe that they made it an option.
There's also a few Technical skills that you might want to consider having at least one rank of so that you can maintain and modify your own equipment, like Armorer and Demolitions. You can use Hardware to override maglocks for B&E, but you might want to leave that to another team member who specializes in that sort of thing if you have one.
I like to have at least one rank in the Influence group, so that I can at least try talking my way through if need be. The team's Face can't always handle it for you. Sometimes it's your contact who needs talking to, and sometimes it's you who has to tell a lie. Although I guess by that logic, you could get by with just Etiquette and Con.
...any of that help?