Mentor Spirit: Not really sure what would be good here just that my usual ones don't work with this build.
Spells
Alter Memory
Chaotic World
Heal
Hot Potato
Improved Invisibilty
Increase Reflexes
Levitate
Lightning Bolt
Manaball
Mind Probe
Translate
Trid Phantasm
Offhand I'd probably drop Hot Potato/Translate, unless your GM is fine with 'double casting of disable spells' (aka they're not considered attack ones) and even then a combination of Opium Den/Chaotic World leaves enemies pretty disabled. Just a preference, but I'd probably swap the Lightning Bolt into a Ball for drones.
Attributes
Boyd: 3
Agility: 3
Reaction: 2
Strength: 2
Willpower: 5
Logic: 2
Intuitiion: 2
Charisma: 6
From a min/max standpoint, I'd try to soft cap Intuition, and Cap charisma if possible. Skills C may serve your needs better due to this.
Active Skills
Arcana: 6
Assensing: 6 (Astral signatures specialization)
Automatics: 4 (machine pistols specialization)
Conjuring Group: 5
Counterspelling: 5
Gymnastics: 2
Perception: 6 (Visual Specialization)
Pilot Ground Craft: 4
Running: 2
Spellcasting: 6 (Manipulation Spell specialization)
I'd probably drop the pilot ground, gymnastics, running, and even automatics. The last can be made up with nuyen in runs later via a drone packing a machine pistol and an autosoft (recommend the horizon Cu3 professional for example). I rarely found myself 'shooting' on my mage.
Probably drop conjuring group (but still keep summon/binding) and relook at your Arcana needs. I'd consider sneaking group as well, though you can reliably get by with just improved invis and trid phantasm.
Possible fillers also range from leadership, negotiation, and secondary 'face' skills basically.
Possibly fill out your negative qualities. Free points and sometimes story elements come up via them.