In my home one-player game we started a second campaign set in Chicago, and the character is exactly much of what was suggested above. Given single player I allowed plenty of munchkining, because balance is not an issue:
- prototype transhuman, taking +2 logic plus some other cheaper bioware (mostly around perception)
- magic A, resources B, skills and attributes: not enough! Logic, intuition, and willpower are good, everything else ended up at 2 (and for my single player game I give out 1 bonus attribute point to the lower of willpower or body, for survival's sake, so body actually at 3)
- Little Hornet deck, with overclocker and perfect time
- Quabalism (possession tradition, using task spirits for hardware work)
- Spider totem (allowing computers 4 to function as 6)
Did not (but should have) focused more on increase attribute spells. Relies on handing body over to a possessing spirit when physical competence is truly needed.
The character has massive weaknesses, like it can barely order something at stuffer shack without giving offense, and if it had to get over a chainlink fence without using magic it would have a fair chance to end up hanging upside down (3 dice on both coming out of character generation -- buying charisma to 3 was just about the first thing done). But also pretty good ability to pit strengths to weaknesses, and is capable of some things that have terrified both player and GM. (it turns out that a simple metal cart possessed by an earth spirit is a terrifying assault vehicle. Glue on some googly eyes and it turns into a disturbing, terrifying assault vehicle.)
The one thing is that the player finds the character somewhat exhausting to play, because every situation becomes a puzzle of figuring which set of abilities to use on it.