The penalty to limit from going from 6 essence to less than 1 essence is two points. You gain three points back with pheremones. Cyberware, even heavy cyberware, is good. But for the infiltration role heavy cyber is unnecessary.
Also, skills A is virtually always a trap. Attributes A, Skills B, Cyber C, Elf D, Mundane E, would work, or even Attributes B, Cyber B if you can use sum to 10.
Tailered pheromones, increased agility, and probably a narco are must haves. Two initiative passes would probably be enough.