I've never built a character on this end of the spectrum but a few general tips for you:
- There is some really basic min-maxing you can do, if you want. Get rid of skills you only have one or two points in and increase skills that are important to what your character does up to 6. Why? It costs 2 karma and a day of downtime to learn a new skill (i.e. get it at 1) after chargen, but to push an existing skill from 4 to 5 takes 10 karma and 5 weeks(!) of downtime, and to go from 5 to 6 takes 12 karma and 6 weeks. You've got 2 skill points invested in swimming which is something you may never even do, whereas you will presumably be sneaking all the time and it's fundamental to your character that he's good at it. Remember that you can still default on untrained skills (roll the attribute - 1 dice). From the ones you've selected, I'd consider cutting Escape Artist, Free-Fall, Gymnastics, Running and Swimming. (If any of those are skill groups I'd consider investing in just one group for the same reason.)
- The same min-maxing philosophy applies to your attributes. Does your character actually need Charisma? (That's what the Face is for, after all.) That second point of Charisma would be 10 karma/2 weeks after chargen, but for that same attribute point you could increase your Agility (which is super-important to your character) from 5 to 6, which would otherwise cost 30 karma and 6 weeks.
- In the same vein, you're trained in 3 different types of combat... do you really need all three of them? Wouldn't you rather be really good at one (maybe two if situationally appropriate)?
The min-maxing stuff is really a personal choice; on the one hand it may be putting gameplay ahead of the roleplay but on the other hand I feel like you want your character to be good at the few main things they're supposed to be good at.
Does your group have anyone magical in it? (Maybe the face or the melee guy?) You might want to consider being an Adept. They have a bunch of powers available to them that might be complementary to this kind of character. You should also really consider having someone in the group with Astral Perception to be aware of magical threats.
This character also feels light on the actual infiltration abilities. He can pick locks, but how does he deal with other types of barriers to entry? Can he take out or distract a guard without raising the alarms? Or steal his keycard without him noticing? This thread talks about the different kinds of locks and some of your options:
https://www.reddit.com/r/Shadowrun/comments/41zq52/be_and_infiltration_rules_aka_just_call_the/Again, this kind of character isn't really my wheelhouse (I'm a mage builder) so take it for what it's worth.