well with our 5th and final player wanting something simple to play for his first character (this will be our first campaign playing shadowrun in any form as we all came from D&D) the group has a face, a weapon user and 2 street samurai along with me, meaning I'll need to be both caster and hacker after all if we want all our bases covered on options to solving problems. I don't mind and have already hacked a cyber eye during a test session last weekend. Being a hermetic caster helps me to not have to worry about both charisma and logic and I made charisma and logic my dump stats.
I went priority a on stats, b on metatype, c on resources, d on magic and e on skills, using karma to give me more base skills (I didn't see anything in the book saying I couldn't) as well as another point to attributes. for skills I took Astral, close combat, cracking, electronics, engineering, firearms, sorcery, biotech and conjuration. I'm going to avoid enchanting and took the adept route for the bonuses it gives, taking Improved Reflexes x2 (for the added reflex score), Mystic Armor x2, Pain Resistance x6 (to mitigate my abysmal luck in die rolling, as I do poor enough with high dice pools as is), Combat Sense x2 (I want to be a mage that is rather hard to 'geek'), and Astral Perception so that I can at least interact with the astral even if I can't enter it.
I spent my money on a mid-level deck (Renraku Kitsune) and a max-level commlink (Transys Avalon) as well as a pair of AR Gloves. The reason he's a spellcaster who can hack is due to his younger brother being a hacker who taght him about hacking as they grew up together, the sibling being a genius at hacking and coding.
I made agility my top stat (as well as gave myself a lot of extra magic, bumping me up from 1 to 6 on my magic stat with the dm's okay) as their father owns and runs an illegal fight ring in the city and had trained them to fight until he learned that his younger boy was too busy with his head in his vr gear and his older son suddenly started creating magical fires everywhere. He looks upon them both as disappointments.
My guy's main weaknesses are not being very strong (rather embarrassing for an ork), being horribly awkward with social situations (he joked to a vampire mafia boss about ork vamps being unrecognizable as a vamp as the fangs grew upwards and was joked unconscious by a bodyguard for it), as well as having zero ability to use exotic weapons as well as being totally hopeless in the outdoors (incompetent in both). The outdoors weakness will be interesting as we live in Minnesota's Twin Cities area and have based the game world around that (our home base is the very house several of the group and all of us play our game sessions in).