I would suggest not using two ranged weapon types and also a melee weapon on a character who's also trying to cover two additional roles. One of the advantages of the monowhip is that it is very, very concealable (use a Fingertip Compartment). Longarms, Automatics, and Heavy Weapons all have at least one OK concealable weapon option as well (Defiance T-250, any machine pistol, and the ArmTech MGL-6, respectively) which you should own for short-but-out-of-melee-range fights.
Biocompatibility can be worth it, but not in a case like this, no. It's a pretty marginal savings in essence; it's only worth it if you are a very specific type of cybered awakened or emerged character who has to jam specific things in under a low essence value, or if you are planning on going full cyberlimb replacement robocop style.
I would actually suggest no specializations at chargen. They are only 2 karma each, and you are going to want 1 more weapon skill, so that's a good place to steal from.
(My exact recommendations would be: lose the Infiltration specialization, lose Intimidation, -1 Logic, swap Pistols for Exotic Melee Weapon: MF Whip, gain whichever of the ranged weapon skills you want, fiddle with gear some).