About the 1's attributes they are not that terrible. Agility is terrible but I'll pick up a force 1 agility boost qi focus and it will help walking faster. (again nobody is perfect - walking/running will be a weakness no matter what I do).
Use levitate for a movement rate of 5 (or more if you go above your magic rating). Summon a spirit and have it use its movement power on you (multiply movement by spirit magic attribute) -> movement rate 25 (10 without levitate). Not useful in every situation, but it's a nice option esp. for low agility chars.
Body is 1 but with mentor + cyberarm it is average. Average is enough for this char she is not a street samurai.
most mages and deckers have about 3 body and 10 physical boxes, nothing to worry about
Str is low - well - that is life. If got close enough to grab this char you probably subdue her and she won't get out. attributes D is not enough to even put everything at 3. If you do not want to see 1's from some mystical reason - just don't pick low attribute priorities.
Many str related tasks can be substituted by levitate.
Combat this char is okay - with 15 dice to attack, 2-3 initiative rounds, 10 doge dice that can go to 14 with magic when applicable. not amazing yes, could be better ? absolutely. could be better without impacting decking/facing? I do not know how to do so. There is so much you can be.
15 dice are good for a non-sam, and the rest is actually great for a non-sam character.
With all the critique about face/deck abilities at least we seem to agree that when we do have magic dice pools are high enough. I found a way to get +1 decking so to bring it to 14 without magic and 18 with magic (before specialties) by giving up the 8th spell bought with karma and buying instead the product brand loyalty. I think I'll do that, and worst case should I get a better deck - I'll eliminate the property with 8 karma.
The overclocker quality for a floating +1 to deck attributes is also nice
This time, I managed to build an interesting generalist that well, seems like she can afford to be in combat. It is a big progress for me - haven't manged to pull it out until now. I am happy- I really enjoy being jack of all trades and picking the skills to use depending on what seems to be the more effective approach in that moment. I just have more fun at the table knowing I have many options to handle stuff.
I had a very efficient street sam - super combat monster. Protected from magic, really you do not want to encounter him. But well, having just sneaking and violence down my belt was really not that fun to play. I like talking, hacking, sending in drones spirits and stuff like that.
I'm also enjoying the generalist builds most (maybe generalist is too strong, but builds that have more than one single specialization). My mysad deckers usually needed to use drones/spirits for combat (no decent agi/weapon skills) and electronic warfare for perception. Really like your build for having full non-electronic perception and a agi-based firearms skill with good dice pools on top of decking and face skills.
Some more suggestions:
A R6 medkit followed by heal is good enough to keep people going. Counterspelling might be more effective to prevent those big wounds in the first place.
The Spell Awaken is better than patches, but not by much. I'd choose a different spell that provides more interesting options (or drop it for a pos. quality).
The Spell Hot potato is not that great imo, basically you waste an action to maybe impose a -1 to -3 dice pool modifier on one target (especially since you don't have a focus on illusions). Better get a spell to damage spirits, critters and dual-natured beings, even if you are not great at combat magic.
Bear Mentor Spirit can potentially cripple you - a test with 8 dice will often not get the required 3 successes, and the trigger is quite common (take physical damage yourself / other runner gets wounded).
The linguistics power puts you above your magic rating. Did you buy a qi focus somewhere?
Attributes D to E means a loss of only two attribute points, but would allow you to take resources B to get a good deck, the only missing ingredient for a great decker (the skills are already good enough imo). Or magic to A for +2 skills, +1 magic, +1edge, +3 spells.
Some posters on theses boards really seem to hate attributes with 1s / semi-permanently sustained spells and want to punish their players for using a character like yours. So check with your DM to see if he/she is ok with the concept.