Attributes A, magic E, all others C. Dwarf
Just a note that the CRB prevents you from picking the same priority twice; Sum-to-10 doesn't seem to be allowed by House Rules, but I don't personally have an issue with this.
Assuming you would have to pick unique priorities, I would go Metatype C, Attributes A, Magic E, Skills D, Resources B.
I would skip the Unarmed Combat specialty and go for a Katana instead; this would let you focus more on Agility over Strength and spend your resources in a slightly more focused manner.
If you do end up going for a firearms first, melee second build I would drop a few points of Strength in favour of maxing Charisma and using 'ware to boost Agility. This gives you the most bang for your buck in terms of cost/benefit.
Olfactory booster 1
Smartlink
Bone lacing: aluminum
Muscle Replacement 2
Wired Reflexes 1
Damage Compensator 1
Tailored Pheromones 1
If you follow the CRB and pick priorities as above, you'll have a lot more scratch to spend on 'ware. I would personally swap Bone Lacing for Bone Density Augmentation R4; you lose the +1 Defense from Bone Lacing, but you do get +2 Body to resist damage. With your Body of 6 that means you roll 10 dice on soak rolls, which can be pretty significant.
You could also swap the Wired Reflexes for Synaptic Boosters; it's much more expensive, but it's also far less Essence intensive and would put you above 2 Essence, making it that much easier to heal you up.
You would also be able to add another rank of Tailored Pheromones to increase your Influence skill.
Overall, you lose out on a couple skill points but end up significantly increasing your overall combat and influence abilities.
Tinkering with your concept I ended up with an Attribute array that looks like this:
Body 6
Agility 5 (7)
Reaction 5
Strength 2 (4)
Willpower 6
Logic 3 (15 karma spent going from 2 to 3)
Intuition 4
Charisma 6
Edge 5
Skills:
Athletics 1 (5 Karma)
Close Combat 3 (Blades, 5 Karma), dice pool 10 (+2)
Firearms 5 (Automatics, 5 Karma), dice pool 12 (+2)
Influence 5 (Negotiation, 5 Karma), dice pool 11 (+2, +4 with Tailored Pheromones R2)
Outdoors 1 (5 Karma)
Perception 3 (Urban, 5 Karma), dice pool 8 (+2, +3 with audio/visual enhancements)
Piloting 1 (5 Karma)
Stealth 2 (15 Karma)
The only sacrifice I had to make was Engineering 1, but you weren't going to do much with 3 dice to begin with anyway; the only exception to this would be mechanical locks, which you would get 8 dice on, but those can be broken relatively easily anyway.
For 'ware, I ended up with:
Smartlink
Muscle Replacement R2
Bone Density Augmentation R4
Platelet Factories
Tailored Pheromones R2 (Used)
Synaptic Booster
This leaves you with an additional 13k nuyen to spend, and an Essence of 2.06. I will take Platelet Factories over Damage Compensators every day of the week, because not suffering damage in the first place is much more preferable to negating a single box of stun OR physical.
If you don't mind the Essence loss you could keep the Wired Reflexes or even bump it up to R2 instead of the Synaptic Boosters, but overall the character is a little more optimized this way.
Just a few suggestions based on my perceived value of dice pool sizes and certain pieces of ware in this edition.