Okay. Not a bad first attempt. Combining the Street Sam and Face party roles are what Elves are for.
My proposed changes are designed to make you better at: Face skills, Fighting, Driving, Investigating, and not getting dead. These are useful things to be good at. I haven't added anything that will make you brokenly good. Just various modest boosts to many aspects of your character.
Attributes:
Agility: 6 (this is a good natural score to have before we begin augmenting it). We can get this to 9 with appropriate augmentations. After earning some more money in game you'll be able to get this to 10 - your augmented maximum. Agility is very useful. It is worth the effort to max.
Body: 3 is perilously low. Body affects the amount of armor you can wear and how many boxes of physical damage you can take based on the formula 8 + 1/2 body rounded UP. Due to rounding, it's more efficient to have you body score be an odd number. I'd suggest 4 or 5, before augmentations. You could get this to 4 by dropping strength to 2. Try to aim for 5, if you can find the points though.
Charisma: a elf should aim for 7. We are going to find the points for this by removing points from reaction.
Intuition: You want this at 5. It's an extremely important stat that is very hard to boost. It helps determine your initiative and your chance to perceive things. Your character will live or die by these rolls.
Logic: You want this stat low. If your GM is a jerk, set it to 2. If he's not, drop it to 1. None of your active skills Logic, so it's a complete waste for you. Take points out of this and pump up Intuition.
Reaction: Reaction is also very important. However it is also very easy to augment. Drop it down to 3, and our choice of augmentations will take this all the way up to 9. You really want to get to 9 because of how important initiative is.
Strength: Also not a really good stat. Drop it to 1 and we'll use inexpensive augmentations to bring this back up to a decent number. Electrical weapons like stun batons, shock gloves, and armor equipped with shock frills are very useful in hand to hand combat, and deal damage that is not based on your strength. Your chance to hit is always based on agility, so for most people, being effective in melee has nothing to do with their strength. We want our strength score, after augmentation, at 2 to 3 just so you can still carry around a decent amount of gear.
Willpower: Drop this to 3, or all the way down to 1. Willpower tends to come into play when resisting magic (although sometimes intuition is used instead). Even a 5 willpower won't stop most mages from seriously messing you up (you win by killing them first). Aim for an odd number because your stun damage track is 8 + 1/2 Willpower rounded UP.
Comments on Your Augmentations:
Cyperarm: These are used for stat replacement. Like if you had a really shitty agility, you could just lop of one of your arms and buy a replacement that had a really awesome agility. Then for tasks that only use that arm, you'd be awesome. For some types of characters, this an awesome option. For your elf, not so much.
Wired reflexes rating 1 is pretty feeble. If you want to survive combat, you want a much higher reaction score, and it wouldn't hurt to have more than 2 initiative passes.
My suggested augmentations: (note you'll need to change your character's qualities to qualify for some of this gear)
Attention Coprocessor (from augmentation): It's a +3 to all perception rolls for 9000 Nuyen and 0.3 essence. It's a fantastic deal. You probably roll perception more than you will roll all other skills combined. And oftentimes, the results of a perception check are really, really important.
Move-by-wire rating 2. This is from the Augmentation sourcebook. It gives you Skillwires for free and huge boost to your reaction score. You'll have 3 initiative passes, which is rock solid for someone who expects to do combat. Because of it's high availability rating,
Reaction enhances rating 1 from the core rulebook. These stack by move-by-wire and Superthyroid gland. Between these 3 augmentations, you're increasing your reaction from 3 all the way to your augmented maximum of 9! That's really good.
Muscle Toner Rating 2 from the core rulebook. This will give a much appreciated boost to your agility taking it from 6 to 8. High agility is very, very useful because agility is used for so many important skills. After character generation, when you have the cash, you'll want to replace these with a Rating 4 version to max out your agility. It won't cost very much, so this is a good goal to have.
Superthyroid Gland: from the core rulebook. This will boost your Agility, Body, and Strength by 1.
Muscle Augmentation Rating 1 or 2 from the core rulebook: Buy (or don't buy) up to rating 2. Whatever it takes to get your strength up to a number that you feel comfortable with. This MUCH cheaper than buying up your natural strength attribute at 10 BP per point. Also, remember that your superthyroid gland is also adding 1 to your strength.
Platelet Factories from the core rulebook: Kinda optional. This is very good for reducing the amount of physical damage you take.
Commentary on Your Positive Qualities:
Ambidexterity is very mediocre. Dual-weilding weapons is actually not very effective because you have to split your dicepools when making simulatneous attacks.
Aptitude,- regardless of what skill you take it for - is worthless. It's just a SUPER expensive way to gain a solitary extra die for a single skill. It's garbage.
First Impression: This a keeper. Good choice. Very low cost for a frequently applicable, situational bonus to all your social skills.
Guts: Well at least it's cheap, but I can't recommend it. A +2 bonus to a very small number of rolls that may never come into play is not really a great deal. While it's the same number of bonus dice as First Impression, at least with that quality will get frequent use.
Commentary on Your negative qualities:
Bad Luck: Never take this. NEVER. Even if it gave you 35 BP back, it would still be a raw deal. You are a danger to yourself and your party. Almost any other negative quality you could choose would be less harmful than this.
Sinner: It's okay. In the game I'm in, this should be a positive quality. That's not typical though. Sinner combines very nicely with another positive quality called Erased (talked about later).
My suggested positive qualities:
First Impression: as I said, it's a keeper.
Restricted Gear: Move-by-wire rating 2. This allows you to buy this awesome augmentation during character generation.
Restricted Gear: Superthyroid Gland: This allows you to buy this awesome augmentation during character generation.
Erased: Take the 10 point version. This will keep unwanted personal information from getting into the hands of your enemies. It's very, very good, especially for a Sinner. Even if the rest of your group consists of nothing but hackers, they still couldn't do as good of job of sweeping away your unwanted data trail as the 10 point version of this quality.
10 points left over. With these 10 points, my characters would pick up Class II SURGE (Runner's Companion sourcebook). I don't know how much power your character needs. SURGE can help make you considerably better at either fighting or face duties, as well as making you less vulnerable to all kinds of magic. You do end up being very distinctive, however. More conservatively - if you are running out of gear NuYen, you could pick up Generitc Heritage (Augmentation sourcebook) and choose Genetic Optimization for either Agility or Reaction.
My suggested negative qualities:
NOT Bad Luck
NOT Gremlins
Enemy and Sinner are okay by me.
let's see. I tend to like 30 points of the In-debt quality (Runner's companion), but some GM's have some very stupid ideas about how it works. Safer suggestions then: Addiction (Mild) to something appropriate - like Betel, which you are going to end up addicted to anyway, since it's a fantasticly useful drug. Prejudiced is not to bad either. Dependents is a real vulnerability, but nice for fleshing out a character. Scorched would be okay for explaining why your guy hasn't built up any matrix skills.
But don't take Bad Luck. Or Gremlins. Seriously.
Skills
Blades 5 - You really can't dabble in melee combatant and expect to survive. You have to be really good at melee combat to get good results. However, if you use electrical weapons like stun gloves, or armor modified by shock frills, you can do okay with just a high agility and 4 ranks of unarmed combat. But a katana with only 2 IP's, a 3 body, 4 Str, 5 Reaction, 6 Agility, will just get you killed. Recommend you replace with unarmed rank 4.
Various Social Skills: Drop these and buy the influence group at 4. Con, Etiquette, Leadership, and Negotiate are all very useful skills. Most skill groups suck, but the Influence skill group is outstanding, especially for an elf. If you have enough BP, you can also buy Intimidate, if for some reason you think that the four above skills aren't enough variety.
Perception: Really try to get this up to 4.
Pistols: I think pistols suck. I'd rather see 6 ranks in automatics. Use a machine pistol if you want something small. SMG's, Assault Rifles, and Battle Rifles are all very good weapons groups that are all governed by the Automatics skill. Many of these weapons are only restricted, not Illegal, so you can actually wander around many civilized urban areas with an assault rifle, unlike IRL.
Infiltration: You don't have this skill, and you really should. It can help you avoid some needless conflict. It is part of the Stealth skill group, which is an okay group to buy, but you probably won't have the BP to afford another group. So just buy up Infiltrate.
Driving stuff: 1 rank is okay, because if you use the suggested augmentations, your reaction attribute is going to be doing the heavy lifting.
Other Gear:
You should allocate 50 BP to Gear NuYen (that's 250,000 NuYen). As a non-magical character, you will live or die based on the quality of your gear (including augmentations). Buy A LOT of augmentations. Probably more than 175,000 should go into your augmentations. The rest should go to other types of gear.
Buy contact lenses (rating 3) and glasses (rating 4). On the contacts: Image Link + Smart Link + Vision Enhancement (at rating 3). On the Glasses: Ultra-wideband RADAR (uses 2 capacity), flare compensation, and vision magnification.
For armor, start with Form Fitting Body Armor (FFBA), and add pieces of PPP (both from Arsenal sourcebook). Then pick any kind of armored clothing (there are several lines mentioned in the armor section of Arsenal) to wear on top of them. None of this armor is obvious, so you will enjoy good protection, without looking like you are geared up to fight a ground war. Note that FFBA only counts 1/2 towards encumbrance, so you'll be able to exceed the 2xbody cap that normally applies to armor. This will really help your survivability.
Get a Hermes Ikon comlink. Buy a Rating 3 Agent. Buy a bunch of common-use programs at rating 3 (or rating 6 with level 2 optimization program option for each program). Whenever your character needs basic computed stuff done, just tell your agent to take care of it. Not having any computer skills and no agent and no programs is weird.