The only real concern I have is when a mage feels they need three (or so) sustaining foci for combat situations. It strikes me that they are at the same time both over and under prepared.
As a fairly new returning 'Runner I can't say that running around with 3 Sustain Foci locked on has not provided me with any Uber-Power from CharGen. When I feel like the fecal matter is close to hitting the oscillation device, I usually hit Increased Relfexes (3), Combat Sense (3), and Improved Invisibility (3). The Invisiblity may be changed out for an Armor (3) depending on circumstances. This puts me in with the rest of the group with 3 IPs, 3 extra dice for a Reaction check, and 3 more dice on Ballistic and Impact armor. I've still managed to get dropped a few times, however its thanks to Edge and those extra dice my character still has a pulse. Keep in mind, the credo of the bad guys is to kill the Spell-Slinger first. Its best to keep a low profile, that rule I'm still working on, keep stepping out...
Couple of thoughts to your plan
Armour 3 while handy lights you up visually and makes you more of a target and requires a Manipulation sustaining focus
Advanced Invisibility at rating 3 doesnt work on cameras so is pointless and requires a Illusion sustaining focus
Combat Sense 3 is the most useful of your speels so far and I would agree with it generally, but lights you up in the astral which makes you a target to anyone who is seeing the astral. It also requires a Detection sustaining focus
Increased Reflexes 3 This requires a Health sustaining focus
By my count you need four focuses to manage your spells which even by the most relaxed GM you must be running the risk of addiction. If you power them all up in combat you lose alot of IPs and run the risk of drain and the cost is amazing. 180,000 (36bp) in cost plus bonding of 12BP at creation.
Its alot of BP just to make up for something you can get round by being smarter then everyone else.
Remember the golden rule - Drones and Trolls go in first, combat mages squash anyone still standing.
My personal opinion is never let someone get the drop on you always get the drop on them, makes single IPs not a issue. Always be hard to target use the area to your advantage (being lit up by a armour spell makes you very noticable) I prefer a good infiltration and a subtle approch. One thing to always remember if when you hit someone with magic hit them hard fast and dont let them get up again.