You only have one initiative pass. That's very, very bad.
Spell list suggestions:
(1) Improved Reflexes. This will provide you with the multiple IP's needed to survive combat, and it helps with initiative. Bind a spirit of man, give it the optional power Innate spell: Improved reflexes. Have it sustain it on you for 1 service.
(2 and 3) Improved Attribute: Willpower and Charisma. If you want to do a lot of summoning and binding, you need to boost your drain pools. The very first spirit you bind should be a spirit of man who sustains improved attribute: willpower on you. Take a hit of psyche and sustain the improved attribute charisma on yourself when preparing for heavy-duty summoning.
The difference between a good summoner and a bad summoner is not really in their summoning/binding dicepools. The difference is that the good summoners have the ability to soak the prodigious amounts of drain that their conjuring tests might incur. The bad summoners, on the other hand, rapidly end up in the ICU, or the morgue because they just can't handle the drain no matter how well they do on the opposed skill tests.
Also, the Arcana skill can be linked to your attribute, charisma, per (optional?) rules in Street Magic. This means that Improved Attribute: Charisma would make you a more effective researcher of magical effects within the purview of your magical tradition.
(4) Levitate: this a great utility spell for enhancing your groups mobility. Why wouldn't the ability to fly be insanely useful?
(5) Mindprobe: This is the most efficient means of getting the truth out of someone. It can even uncover information that they don't consciously know. Very, very powerful. You could also consider the less intrusive Analyze Truth spell. If you are going to try and uncover the truth about your past, you'll be be well served by having at least one of these two spells.
(6) Trid Phantasm: This creates area illusions that can fool people and technological devices. You can display anything your character can imagine at a moment's notice. You can use it for anything from creating distractions to running an a D&D campaign for the other PC's in full smell-o-vision.
(7) Stunball: This spell represents the easiest and best means of inflicting Area of Effect damage that any character could have access to. Being able to AoE is one the prime advantages of playing a spellcaster as opposed to nearly any other type of character. Stunball has relatively light drain, and it is usually tactically superior to deal stun damage rather than lethal damage.
( 8 ) Improved Attribute: Reaction. This is one of the very few decent defensive buffs. This spell makes it harder for nearly any kind of mundane attack to hit you, but it also has the very useful side-effect of boosting your initiative even further, allowing you to go before your opposition - sometime the best defense is a good offense.
(9) Fix. If your group uses a lot of drones of medium size or smaller, then this spell can save a lot of money on repairs and replacement. It even works on objects that are considered "broken," - a condition that requires large amounts of successes on a build & repair test to ameliorate. It works really quickly compared to mundane repairs and requires no tools/shops/facilities, allowing to fix broken guns or commlinks during a mission.
(10) Mana Static: When you get in over your head against magical opposition, this the spell that will neuter them. Also, it has a "permanent" duration of 1 hour per force, so you can use it to set up traps ahead of time, or create a safe zone for your mundane allies.
Build suggestions:
The main way to jump-start a mage's power during chargen is to equip them with a force 4 power foci. With one of these bad boys, ALL of your magic-based dice pools get a fat +4 bonus. That's huge, because a lot of spells reach the apex of their usefulness when you can reliably get 5 hits on a spellcasting test. Similarly, you will live longer if you suffer fewer failures on summoning and especially binding tests. You really don't want to have to make more binding tests that you absolutely have to because the crazy unpredictable drain.
(Starting with a force 4 power foci will require the Restricted Gear quality from the Runner's Companion.)
Drop the 4 points in dodge. Active defense costs your complex action. Rarely is it worth trading the ability to act for a mere 4 extra dice on defense tests.
Drop the 3 points in automatics. There's no added versatility from being bad with guns. You should still CARRY an automatic weapon, just so people don't immediately realize that you are a mage.
Lower your ranks in Assensing to 1. Spirits are very good at assensing, and it generally does not cost you a service for you have them look someone over and tell you what they can "see."
Lower your summoning to 4. You don't need large numbers of net hits to be a highly effective at summer. Spellcasting on the other hand...
Raise your spellcasting to 6. This will also allow you to start with the largest number of spells, and the effectiveness of spells is often hugely dependent on generating several hits. Also, spells are considerably cheaper to buy at chargen than during play.
Pick a mentor spirit, or make one up. Ideally: +2 to all conjuration tests for your favorite kind of spirit (I suggest Man or Guardian), and +2 to all sorcery tests for your favorite school of magic (just don't choose illusion).
You may have to shave some points off your attributes also. You might consider taking agility down to 2 and logic or strength down to 1. Depending on how much karma your GM gives you, buying these values back up to levels you are comfortable with should not be very hard.
How many BP's did you spend on language/knowledge skills? You get a certain amount for free. Did you exceed that amount and end up paying out of pocket for some of yours? If so, cut the fat. Pretty much any knowledge skill and language can be bought in-game via software for relatively small amounts of nuyen.