And for solo play I'd say, Face Adept with a weapon focus mono-whip and a Decker contact with a high loyalty. A decent sized spirit will be a problem for any non-magic solo character.
Every character has things they don't deal with as well solo - in a solo game, the GM should look at what the character can do and adjust accordingly. Non-magic characters shouldn't be faced with overly powerful spirits, just like mages shouldn't be hit with teams of powerful hackers. Although Street Sams can actually do quite well with APDS against spirits, and mages have options too for deckers - but the challenge should be appropriate.
That's not to say you adept won't work. But if he wants to play a street sam, that should be an option. And putting all that money and karma in a monowhip focus forces the character in ways he might not want.
Anyway
It seems you're going stealth over pure gunslinger - pistols don't bring a lot of raw power, but for a sneaky/face type they make a lot of sense. With that in mind, I'd switch at least a point of Stealth and Athletics. You probably won't miss the dice much on the Athletics side, but Stealth is more immediately dangerous.
By the way, Anchoress, Strength is also used for swimming and running. Muscle Toner is more expensive as well - if you can spare the essence, I'd stick with Muscle Replacements for this char (if you can't, Muscle Toner is indeed a good option to get some back). Agree with the Etiquette though - it matches well with Impersonation and Disguise as well.
As much as I like characters with Computer, I kind of agree with Hobbes on Matrix Search. A point buys you 6 dice - enough for basic stuff. The 10 dice (not 8, btw) you get now might get you a bit more info, but you're a face - you have 24 points spend on contacts, you can get a decker friend with much better dice then that. And at 19 karma, you're spend a
lot of money on those dice.
Much the same with Pilot. For 9 points, you can get Pilot 1 (Wheeled) for 11 dice - which should probably be enough for anything you'll face. That gives you 4 points to spend on Perception, plus 3 karma left over - a much better deal. With an option to ditch the specialty (which is probably still overkill for 7 more karma).
Since you're sneaking around and infiltrating places, you're going to come across doors you want to open. I'd get some locksmithing, to get around those doors. You don't need a lot of investment - a point gives you 9 dice, plus tools that are available. It won't get you into everything, but it's a nice option to have.
I'd also like to see gear and qualities.