How does having a Force 2 Sustaining Health Focus help me? Increase Intuition needs to be cast at Force 6 (7 when under the effects of Psyche),
and Increase Willpower needs to be cast at Force 5. I suppose I could sustain a Force 2 Increase Reflexes with the Focus and then something like Improved Invisibility with the Focused Concentration. The thing is, I can sustain 3 spells with Psyche for a -2 penalty (2 sustained with 1 in Focused Concentration), while sustaining 3 spells with the Focus is the same -2 penalty (1 for Focused Concentration, 1 in Focus, -2 for a spell). That just climbs up higher and higher as I sustain more spells. The goal is to sustain Increase Reflexes/Improved Invisibility through the Focused Concentration, while sustaining the Increase Intuition and Increase Willpower at a -2 penalty while using Psyche. The goal is to eventually get Quickening to not require Psyche at all.
Yes. I see what your planning. But it seems like your not understanding what I'm saying. Let me get more specific.
My point is that Focused Concentration-3 isn't going to get you much of anything over Focused Concentration-2.
As you already pointed out using it with Intuition or Willpower will not help.
Which leaves you with Reflexes & Invisibility as you stated.
Force-3 Reflexes gets you 3+1d v/s Force-2 Reflexes that gets you 2+1d
So you've blown 4 Karma for a boost of 1 to your initiative.
Similar issues with Invisibility where 3 Hits v/s 2 Hits isn't going to be a huge bonus.
My suggestion is to use the Health Focus to run Force-2 Reflexes all the time. (Or add 4/6 Reagents for heavy combat)
Keep Focused Concentration-2 for a slightly less effective quick invis or a Reagent boosted effective invis.
Then as stated, your Psyche will let you use a full on cast at F5/7 Willpower/Intuition boost and sustain them both at -2 dice.
I can easily drop some doses of Psyche, I don't need so many. Reagents are incredibly useful, plus, since Binding is a big part of this guy, I am going to need a lot of reagents. A Force 6 Spirit requires 150 drams of Reagents. I plan to have multiple ones if possible (going to treat them with respect, but it never hurts to have big powerhouses to help you out). I can easily drop the second Fake SIN as well, I had some spare cash when I first made the build, so I threw that in there as an emergency, "Oh shit, I need to disappear and need to throw away my good SIN for a bit."
I'm aware Reagents are useful.
That said, you don't need 500 of them at CharGen. You can make do with 300, get a pair of Bound Force-5 spirits up & a summoned Force-6 all prepped before the first run starts.
Then after you've earned some more cash bind a 3rd spirit.
My point being you don't need EVERYTHING on your first run.
Which is why I said drop the 2nd Fake SIN as its unlikely you have to go on the lamb on your first day as a Shadowrunner, unless your GM just wants to end the campaign before it even started. Pick up another SIN after a couple runs.
As for Specializations ... well, it's a personal preference honestly. It costs a pretty large 7 Karma after chargen to get those back, and they add 2 dice. Also, what you are suggesting would require dropping 5 specializations, which is pretty much all of them. I think the skills are pretty well set in stone. I mean, my Perception is at 9 (11) right now, which is pretty good; it will be 13 (15) with Increase Intuition, and I can raise it to rank 2 for only 4 Karma. Yes, eventually it gets more and more expensive, but considering how high this character's Intuition is; I think I can afford to lowball Perception. (Edit: Just noticed you didn't mean for me to drop 5 specializations, but I think my reasoning still stands.)
You have 32 Skill Points.
The most karma efficient way to set them is to have 5 skills at R6 w/ 2 of them Specialized.
What can I say, 2 skills at Rank-1 via points just screams inefficient to me.
As for the Specializations you've chooses......
Aura Reading isn't likely to save your life from ambush.
Summoning. Gets you 2 dice on One type of spirit. So maybe 1 extra service if you have a little luck.
Both of those can go. You have a Mentor Bonus & a Power Focus boosting your base 12 Dice. Normal spirits aren't likely to resist that.
Now Binding as I suggested is a solid one to keep because of the cash at risk w/ all those Reagents.
Spellcasting is solid as its your main Combat skill.
Visual Perception is solid but covered by getting 6 Full Ranks in it. Its one of the most useful skills in the game.
Perception is huge in avoiding ambushes or finding little things like that lever that opens the secret panel to the vault full of pay-data.
Etiquette as I mentioned can be purchased w/ 2 Karma. 6 will get you Rank-2 which will likely be as useful as 1 w/ Specialization in 1 segment of the population.
The 11th spell was Improved Invisibility. Everyone emphasized how important stealth was, so I added that in there. I could possibly drop Analyze Truth, but it's such a useful spell.
I wasn't saying drop Improved Invisibility. I said Drop the 11th (Paid for with Karma) spell.
Maybe it one of the Attr Buffs since you don't have quickening yet. But, Flamethrower & Sound Barrier would be my choices.
Flamethrower is mildly redundant given the other 2 Combat Spells & Sound Barrier is iffy based on the situation.
I'd drop them both for the 5 Karma & a spell that has more use, like Control Thoughts or Influence or that new Memory Eraser one from Shadow Spells, I forget the name.
Weak Immune System, not to mention that I get an Allergy from my mentor spirit.
Personally I'd go with 3 Allergies, Weak Immune System is common in people w/ lots of Cyber installed in their body.
Edit: Also, this might seem counter intuitive when your building a Conjurer.
But I'd drop the Spirit Affinity. 1 Service for only 1 type of Spirit isn't really THAT amazing.
At least not if you plan on summoning all available type of spirits, which you should.
I recently dropped it when I remade character w/ new Grimoire stuff and don't miss it.
I think using those 7 points for higher/more contacts would honestly serve you better.