I guess this is for normal campaigns. In our base Missions group, 3 out of 4 characters have enough Charisma+Negotiation that 2 of them can reliably help the third through Teamwork tests - which you'll need to get any net hits against some of the contacts.
Aside from faces and the Social limit in general, Charisma is also useful for Composure, Judge Intentions, Technomancers and Shamans (and Hermetics who like to bind spirits), plenty of mentor spirits, handling contacts, and not having to spend Karma on starting play with more than one useful contact to begin with.
Attribute Boost (Reaction) might be helpful for mystic adepts: rather than invest Power Points into Improved Reflexes, they can just combine the Increase Reflexes spell with Attribute Boost (Reaction). And Attribute Boost (Body) seems like it's helpful for soaking damage (since you use a dice pool for that). This doesn't change that I don't like the Attribute Boost rules, but aside from Strength, they all have their potential uses.