I think the thing that is problematic is that you're focussing your skills around what are generally considered support skills.
Skills C is a bit of an issue and is leaving you short unfortunately.
If you want a more support oriented character, you need more skill points so you can get meaningful dice pools.
I'd be tempted to have a go at making this character under "sum to ten", it allows multiple priority choices at the same rank, so you could do; A A C E E for priorities, maybe skills A, Magic A, attribs C, meta E, resources E for example.
As alluded to, most of the skills you've gone for are great for NPC's but are not that hot for a player character.
I'd make a show of getting some decent self defence capability, whether that is through magic/firearms/close combat is up to you, but make sure you're chucking ten dice as a minimum, otherwise you are really going to struggle to defend yourself.
It'd be worth making sure your base initiative is 10 before dice are rolled. This means you get 2 turns in combat or one turn and some spare initiative for interrupt actions to defend with.
For a Mage who's not built for combat, I'd be tempted to call on spirits for combat situations. They pack a lot of power and tend to have good initiative when summoned at a good force.
A note on combat; if building for it, make sure you either pack the strength to do actual damage or take shock gloves/stun batons/monowhips instead as they have a fixed damage code and don't need strength.
Be careful with social stress and no charisma linked skills. Every conversation you enter is probably going to end badly, and in the shadows of humanity, that's not a good thing. Your team can carry you so far, but at some point a bouncer is going to deny you entrance or some policeman is going to ask you why you're acting suspicious. Plan for it because it will happen.
You need a fake sin. Really need one.