I'm playing a covert ops/infiltrator character myself in the SRM Neo-Tokyo campaign. My
thread where I got advice may carry over somewhat to your idea as well... although my character is embracing cyberware. (and in revisiting my old thread, I do see that the final form I settled upon does have a different priority array... I did end up deciding Attributes A was the way to go)
I know you said you're leaning against cyberware, but I'll tell you some pieces I got and why:
Skin Toner + Fiber Optic Hair: Not only is it fun at parties to do chameleon tricks, it's pretty useful while sneaking around, too. Combine with Electrochromic clothing for easy disguises on the run. Sometime (probably soon) I'll get the False Face implant, too.
Internal Air Tank: sometimes the best way in is thru some underwater approach. And hiding scuba gear is such a pain.
SkillJack + Skillsoft Subscription: Worst part about posing as an employee is not knowing what an employee should know. My infiltrator just needs a couple seconds and BAM at least I can talk with the basic knowledge whoever I'm impersonating would know.
Cyberears w Wide-Spectrum Hearing + Hearing Augmentation: I find motion sensors just by hearing them.
Balance Augmenter and Audio Analyzer: Since I got cyberears, I packed in some more useful mods. The former gives +1 die to a wide array of active skills useful to infiltration (like Sneaking, Free Fall, etc) and the latter dovetails nicely with...
Voice Modulator: I don't need to record people's voices to play them back to fool voiceprint readers. I just impersonate their voices very dang well!
Tailored Pheromones: Pretty much a no-brainer for anyone attempting to use social skills. As an upside, as bioware it doesn't show up on cyberware scanners!
Enhanced Articulation: It's like a bioware version of Balance Augmenter.. it adds a stacking die to Escape Artist but the even bigger value is the flat +1 Physical Limit boost. Especially so if you do go in light on augmentations and don't have jacked up physical stats to get an impressive Physical Limit to begin with...
Anyway, some gear you might find useful:
Electrochromic mod for clothing/armor
Contacts/Earbuds with Vision/Hearing modifications. Even if you don't get them as cyberware, you still absolutely need to get perception enhancers. Sensors you don't detect are sensors you can't defeat...
Hardware Toolkit and Locksmith Toolkit are kind of a trap.. you need them to defeat alarms and maglocks so don't be caught without them. Lockpicks don't count.
And for that matter, the Autopicker is kind of useless. Not to the point that you should drop it, but don't expect to need it very often. Noone uses tumbler/key locks anymore in the Sixth World. They're all maglocks...
A gas mask or respirator is usually a good idea. Especially so if you're planning on lobbing smoke/gas around yourself.
A piece of B&E tech I've found useful is the Keycard Copier: just steal an employee's badge, swipe it, then you return it so he never knows it's gone.. then you use the data captured in the copier to make your own passkey!