One thing to consider is that you cannot use Edge on skills you're using skillsoft for. So skills you may either really want to go big with (like breaking the limit to do a crapload of damage with an attack) or you absolutely want to be able to save (which is why Perception is a great choice, sometimes you really don't want to fail that test to spot the sniper...).
Make sure you check with your GM about what skills can be skillsofts, too. The book says "Physical Active" but it's obviously more than that, as the game regularly talks about weapon skillsofts (which are Combat, not Physical) and they get used in workplaces for stuff like mechanic skills or even demolitions (which are Technical, not Physical). Considering the Skilljack headware requirement, an argument could be made for anything (aside from Magical or Resonance, obviously) as you're already able to use skillsofts to alter your knowledge and speech, so why not allow an Etiquette activesoft? But still, your GM has the final say, unless there's errata on it...
If your Skill Wires rating is only 4, I'd suggest having a weapon skill at 6, Perception at 6, and one other thing you want to be able to get really good with. Skillsofts cap at 6; so if you ever want to have a higher skill rating in the future, you'll need it to be something you have. For your weapon skill, Automatics is the most flexible firearm skill, ranging from concealable machine pistols to long-range, powerful assault rifles.