My rough sketch has two other attributes at 5, most of the rest at 3, (or a third at 5 if two of them go down to 2), Stealth skill group at 4, Perception at 6, half a dozen other skills and a good five points of gear (mostly in a chameleon suit and a good pair of guns). For following and spying on people or for a surprise attack, he's surprisingly good. I'm still tweaking it to get him some decent Athletics skill, too. And remember, eight times per session he rolls +8 dice with rule of 6. So that's a pretty big deal.
BP breakdown is basically:
Attributes 200
Edge 75
Positive+Negative Qualities 0
Gear 5
Skills 120
He's Hung Out To Dry and has Amnesia so I didn't take Contacts. I'm actually really uncomfortable with that but it'll make an interesting challenge.
He'll never out fight a Street Sam but most investigative bonuses are available in non-implant version. I was honestly expecting to have more points (wouldn't mind some Chemsitry and Armorer) but a 15 dice pool for stealth is nothing to sneeze at and it can always be boosted to 23 when it really matters.