If you are paying points for Elf you really should follow a tradition that uses Charisma as a drain stat, unless you have a major RP reason to do otherwise. If you don't like the idea of being a Shaman there are bunch of others to pick from in the Street Magic book. While I am totally willing to go away if you say "RP reasons, deal with it", but from a purely mechanical point of view you spent a bunch of points to be an Elf, and then you are not taking advantage of what an Elf is good at. namely agility and charisma. Your character doesn't have much of a need for agility, but Charisma really should be your drain stat if you are an Elf. Aboriginal, Aztech, Black Magic, Christian Theurgy, Norse, Path of the Wheel (an elf tradition) Shinto, and Voodoo all use Charisma for a drain stat. If you don't mind being *evil* black magic is basically hermetic magic that can throw a really good party.
As an alternative, if you keep Logic as a drain stat consider picking up a bit of augmentation. By loosing a point of magic to some implants you can get 'ware that adds directly to your logic. You give up one dice on the cast checks but gain two on the drain. Logic is the only drain stat that can by easily, cheaply, and directly bonused with 'wear. If you go this route, I would suggest, dropping your magic to 5 (no point paying for a six to just hand it back in cyberware) and then loose one point to make it a 4. Pick up a power focus. You can get a Force 2 without a restricted gear quality, and a Force 4 with one (although the latter is a big investment in built points at creation, but the big nuyen cost and high availability rating might make it difficult to get one later during play. So its kind of bit the bullet now or maybe go without later.) At minimum I would suggest a Force 2 power focus. Its two extra dice for almost everything you use your Magic for and you should be able to find room in the budget for it.