What are the other characters?
What may be more helpful is to break down what is needed to be a moderately competent combat mage, decker and face.
Combat mage needs Magic 5+, spell casting 5+, combat spells 3+, focused concentration, damage soak dice 20+, average initiative 16+ , drain resist 10+, mentor spirit.
Face needs charisma 5+, etiquette, negotiate, con, impersonate
Combat school spells are not as good in this edition as sustained debuffs. Generally you want (1) a way to hurt spirits (Stunbolt); (2) a way to hurt Drones (Ball Lightning); (3) a way to take people alive (Stunbolt); and (4) a way to do physical damage (Ball Lightning). See where I'm going? The rest of a good spell list is usually filled up with utility spells and debuffs - Heal, Sterilize, Extended Detect Enemies, Analyze Truth, Mob Mind, Influence, Levitate, Trid Phantasm (works on drones!), Physical Mask (works on drones!), Improved Invisibility (works on drones!), Chaotic World (works on drones!), Hot Potato, Mana Barrier...stuff like that.
20+ soak on a combat mage...have the Sam draw fire as best they can. Seriously. And they should be rocking Agile Defender as well.
That just gets in to needing WAY too much. Regardless of tradition, mages already need high INT 5, REA 3+, WIL 5, and a hard-capped Drain stat. They want BOD 3 at least. IMO they probably want some AGI because of movement rate, and being able to just lay down not-complete-crap full auto fire with an SMG if necessary is nice.
A face can get away without Impersonate. It's important to recognize Impersonate vs Con. Say you dress up as a janitor, have Physical Mask put on you, and try to talk your way in to a corporate warehouse. Convincing the guard you a random corporate janitor is Con. Convincing him that you're Julio the Janitor and you forgot your access badge and, c'mon man, if I have to go home and get it, they'll dock my pay, ask Raul, he knows me, that's Impersonation when you have to make Raul believe it's really Julio.
Etiquette you don't need much. it's the important opposed skill tests of Con and Negotiation that are most crucial.
Decker (here I don't know much about decking so these are guesses) Logic 5+, .4 essence for internal deck, .6 essence for cerebral bioware +3 logic, $40000+ for decent deck, computers, software, cyber combat, hacking.
Internal deck isn't necessary. Cerebral Boosters are nice but 3 isn't significantly better than 2. A good deck is important, yes. Hacking is the most important skill, followed by Computer for those extended legwork checks involving the Matrix. Cybercombat CAN be important IF you want to brick guns in combat. Software you just need 1 and a Data Bomb spec. Hardware is nice to repair Matrix damage on your own deck. A gun skill can also be quite useful because not every gun can be spiked and, again, covering fire is good.
Full Deckers also often benefit greatly from the following PQs: Codeslinger: Hack on the Fly, Overclocker, and Perfect Time.
But first and foremost, the character can hack in AR or in VR. There are pros and cons to both. The pro of +2 dice to actions and free initiative boosting is balanced by the con of biofeedback damage to your brain. The pro of AR being safer is balanced by the con of needing meatspace initiative enhancement. IMO the best AR deckers are adepts but it's easy enough to do it fully wared out.
In our group we have people who are specialized and they tune out of the game when their role is not being called for. I call it 4th edition D&D syndrome where the game tries to force characters into very specific roles.
Ugh jeez maybe you just need a new group if everyone is so uninterested