I think you're spreading yourself a little thin here - two quick suggestions are to drop the firearms skill group and focus on maybe one particular skill with a specialization. For the 20 BP you're spending you're getting 6 dice with any gun you care to pick up - whereas for 10 BP you get say, Pistol 2 (spec. Automatics), which has you slinging 8 dice with your ares predator and if you throw in a smartlink that jumps to 10 dice - all for half the BP cost.
Also, for a face your influence skill group isn't doing all it can for you. At a minimum I'd bump it up to 4 but I think you might be better served by breaking the skill group and buying some skills seperately - put your go-to face skill (con, Ettiquette or Negotiate) at 5, the others at 3 with specilizations - it'll burn through what you save by downgrading the firearms skill group and some change but you end up with a flat 11 die base for your social skills, plus your first impression as appropriate. Compared to nine dice it's an improvement.
Also, there's a fair bit of bioware out there that can boost social rolls - tailored pheremones might be outside your starting legality bracket but look into them - the dice they provide add up nicely. If you really plan on going for the hacking/cracker angle though be advised you're going to be hemorraging money - your base skills aren't that good so you're going to need to make up for that with rating 5 (minimum) programs and Commlinks. In terms of other cyber gear - I'd consider plunking down for a Reflex Boost 1 or skillwires: the later gives you flexibility with skills at the cost of nuyen and the former gives you an extra IP which can be life or death in-game. Without that or a stock of Jazz or other combat drugs it's up to the party mage to cast and sustain a reflex boost on you when things go south, and that's drain and sustaining penalties the party doesn't need in a crisis. If you had more edge I'd say maybe chance it - burn one edge for 1 IP after all - but you don't have enough to last more than a round or two, and with sammys and adepts klicking by with three of four IP's a turn you'll need that extra bit to survive.
In terms of qualities - one the advantages of being mundane are the cyber resources available to you, I think you cut yourself off at the knees with Sensative System: Essence is irreplacable coin when it comes to cyber/bioware and the points you get from it aren't worth what you're going to end up losing from it. Human Looking isn't likely worth it - there is anti-metahuman sentiment in the sixth world, true, but given the two elven nations and the prevelance of elves in the upper crust of corporate and social society being an elf is more of an advantage than a disadvantage. Disavowing all of that is fine, if that's the background you want, but from a benefits/loss standpoint it's a perk that will only matter when facing down humanis members, and did you really want them to like you anyway? The goblinoid races resent elves more than humans, true, but humans aren't popular and dwarves just kinda grumble at everyone . . . In terms of negative qualities to replace it with some of the social ones in Runners Companion are fun, and serve as great plot hooks for the GM. Gremlins (oddly fun with tech based PCs) & Bane Spirits are also fun, not crippling but give your character some flavor and a reason to rely on other members of the party.
A BIG thing I'm not seeing here is contacts - you should have a good two to three NPCs that you own or are useful (high lyalty or connections) and a handful of middling to poor ones you can burn through as need arises. For you, as a face, people are resources just like spells are for mages or bullets are for samurai - any runner can look pretty and talk fast, only you know the people worth talking to. If the GM isn't houserulling you get X freebie points for contacts you need to budget at least 10 BP or preferably closer to 20 BP for contacts alone. The more the better.