That's a fairly decent first draft and the character could hold his ground in most missions but the most powergaming ones. But well you are here for input so here we go :
PrioritiesE Skills is really tough for a mage, between Spellcasting, Summoning and the classic the different useful skills for every shadowrunner that will be tough. Most Mages just go for E Resources and spend some Karma (or In Debt quality from Run Faster) to get the basic stuff since you can do a lot with your magic anyway. I would probably go for A - Magic; B - Attributes; C - Skills; D - Elf; E - Resources or maybe B Skills / C Attributes to be a secondary Face (guy who is good at talking).
AttributesOdd numbers are better for BOD and WIL. The reason is that you get an extra Monitor condition box there. So going for 4 BOD will only get you one extra soak dice, it's not bad but much less valuable that an extra Box. You could shave off one point from WIL and BOD and reinvest them in an other attribute for a better result (for example CHA and STR so you keep the same drain soak pool and you get back your 10 Karma to reinvest).
SkillsI said it above, you have too few skills. Note that Binding test (opposed by Force x 2) are much tougher than Summoning (opposed by Force) ones so with 2 Binding you won't be able to bind high Force spirits.
Astral Combat is useless with so few dice and no weapon focus, it will be better to just use Stunbolt and spirit to fight in the astral.
You lack a Social skill, the minimal for every runner is Etiquette but with 6 Charisma it's well worth to invest into Con, Intimidation, Impersonation, and/or Negotiation. Etiquette + Con probably offer the wider range of Social tricks imo.
Sneaking and Perception are two skills insanely useful for every Shadowrunner though a Magician can partially replace them with Invisibility, Assensing/Detect Life. But having both skill and spell options is even better.
Might as well spend at least 2 karma into Alchemy since you have the Mentor Spirit who raise it. It will give you a dice pool of 9 for a small investment.
QualitiesQualities are fairly good, note that some GM consider that Quick Healer should only affect heal used on your character for the cost, even with this limitation it's a powerful quality.
Indomitable (Social) is pointless, you already have a high limit and you don't even have a Social skill.
Focused Concentration is a really good Quality for mage that often sustain.
GearYour goggles are illegal. First Vision Enhancement is limited to 3 and even that will go over the Capacity. Also note that fitting Vision Enhancements will raise the availability and you are limited to 12 at chargen.
I would recommend to just drop the Smartlink and install a Laser Sight on your weapon, the bonus is pretty much the same if you don't put the Smartlink in the meat.
SpellsYou don't need that much Combat Spells. Most of the time shooting a gun is as good as a spell to deal damage while the other spell school offer possibilities above what mundane runners can do.
At most I pick 3 Combat spells, 4 if I feel really dangerous :
- Stunbolt : This spell is wonderful because it completely bypass armor. Ideal to fight Troll Tanks with low WIL. Manabolt/Powerbolt can work too if you prefer lethality.
- Acid Stream/Flamethrower/Lightning Bolt/Clout (pick one) : Having an indirect, physical combat spell is never a bad idea as it often deal better damage than Direct and it gives you something to affect non-living things. Acid Stream has excellent utility because it can melt barrier, Flamethrower is a strong damage dealer against meathumans, Lightning Bolt is really good against Drones but can be replaced with Tasers/Stick 'n' Shock
- Blast/Toxic Wave/Fireball/Lightning Blast : If I want my mage to have an area option. Indirect AOE are nasty because your opponent don't get a dodge roll. Blast has the advantage of dealing Stun damage when you don't want to leave too many body behind you (it's never a good thing), also because it is Stun damage it is ignored by Barrier, so you don't break stuff that you might want to keep for yourself. The others have their elemental advantage and a lower Drain
Improved Invisibility is an excellent spell that I take on pretty much all my mages. Increased Reflexes is one of the best support spell (can be cast on yourself with Health Sustaining Focus or Improved Concentration, if possible at rating 4 for +2D6). Detect Life Extended might be a good idea if you don't pick Perception skill.
Finally be careful with Control Thoughts and Control Actions as your target is likely to realise they have been manipulated and they will be extremely pissed off, that's a good way to start piling nemesis. Consider the more subtle Influence.