Shadowrun characters have very finite resources, so it is very difficult to make a character who has a generalist's spread of skills and a pro's dice pools. It's kind of going against the grain of the system, too, since character creation is
designed for making specialists who work as a team. Special ops characters are difficult to make. It is often better to make a Mafia legbreaker, or a back-alley pit fighter, or a cold-eyed former corporate expediter - character types who can do more than just shoot, but who don't require as massive a spread of skills.
I like fiddling with life modules, but it doesn't always give logical results, and this can be
especially true if you are picking modules to fit a concept (although my
Tir socialite archetype turned out fairly well). If you want to build to concept, I find it works best to take
fewer modules, leaving more Karma to use for tweaking the character and filling in any glaring omissions.