Some general advice. I am assuming the basic rulebook only for now, to keep it relatively simple:
I would avoid those low physical Attributes. Essentially, they mean that if your character ever gets in a fight, she will die, or at least be gravely injured. Plus, to be honest, the quick healer quality looks kind of odd in conjunction with such a low Body. She is very weak and unfit, but heals quickly?
For a face, Charisma is your main Attribute, although the other mental Attributes are also important. An elf can get up to an 8 Charisma, but you are probably better off starting with a 7 in Charisma (the last, maximum point of an Attribute costs 25, rather than 10, points, so it is rarely worth it).
Skill-wise, the most important skills are, obviously, social skills. I would recommend getting the Influence skill groups. You can only get skill groups up to rating: 4 at character creation, but the skill group saves you points, and has most of the social skills that you need (con, etiquette, leadership, and negotiation). You will also want the intimidation skill. Even if your character will not normally be so crass as to threaten people, you will still want to get at least a point or two of it to help resist intimidation. For other important skills, mainly at least one low-rated ranged combat skill, probably pistols, for basic self defense; dodge (gymnastics is just as good for ranged defense, but doesn't really seem to fit the character concept); perception; and perhaps a point or two in computer, to show general familiarity with tech. Normally, I would recommend some stealth skills, especially disguise and palming, but like the gynmastics, they don't really fit the concept of a scheming ex-corporate executive.
For qualities, first impression and guts are both relatively inexpensive positive qualities that boost social skills. For negative qualities, sensitive system is decent for a non-combat type who won't be loading up on 'ware. Others are - combat paralysis, and moderate allergy to silver (I like this one for both metahuman and awakened characters - it fits the mythology a bit, and silver bullets/jewelry are just common enough that it isn't cheesy, but it isn't crippling either). A big thing to decide is whether to be an adept or not. If you envision her as a mundane, then keep her that way, but an adept definitely has an advantage over a mundane as a face, because they can have the same augmentations, and add their powers on top of that.
For augmentations, the obvious choice is tailored pheromones. Possibly cerebral boosters, too. Beyond that, a datajack and cybereyes at least; I see a corporate type as gravitating towards headware and senseware.
If you choose to be an adept, you can add the kinesics power at rating: 3 to the above. If you want to play an adept who is unsullied by technology, this will give you parity with a mundane face with tailored pheromones. Or, you can play an adept who has succumbed to the temptation of augmentations. The disadvantage of this is that you will have to buy an extra point or two of Magic to compensate for losing magic from the augmentations. The advantage is that you can combine the effects of tailored pheromones and kinesics.
For gear, leave yourself enough money for a decent lifestyle, a good vehicle, a good commlink, and plenty of linguisofts.
Contacts are important for a face - don't neglect them. Hers might tend to be more corporate, but there should still be some criminal and/or street-level contacts. Corporate execs go slumming, after all, or know people they can get in touch with when they need some dirty work done.