Yes, and I know as a killer GM, when I see a PC with a vehicle and no vehicle skills, I think, "Hmmm... ambushed by go-gangers on her way to the meet... how is she going to get out of THAT?"
So maybe have a list of "One-Point Wonders" - skills that you'll want at least 1 point in, preferably purchased with Karma? Pilot Ground Craft, Longarms (so you can at least use a bigger gun without defaulting), Assensing?
Also, Specialities are best chosen in character creation and give a 2-dice benefit for 1 skill point; maybe some choice specialities should be listed for each skill?
And what are the alternate ways of nailing spirits, other than Banishing? Manabolt seems solid, as most Spirits only have a Willpower of F, but you'd need to roll a lot fewer successes to remove a spirit with Banishing versus killing them with direct damage, and it's also a lot less draining. Assuming a dice pool of 12 and a Force of 6 on the summoning (reasonable-to-high), on average a spirit would owe 2 services - Banishing such a spirit would only require 1 success (because if it's manifested that's used up one service!), meaning you'd need a dice pool of 9 to statistically Banish the sucker.
One of the things I'm going to add right at the start is the disclaimer of, "This is written mostly from a minmaxing, munchkin-ass, squeeze-every-bonus-point-til-it-bleeds style of play. While I do not myself advocate such play, I maintain that knowing what the bare minimums for broad archetypes as well as the absolute best options for each build gives even a dire-hard role-player vital tools in making characters."
And here's the section on Metatype, paraphrased from SoulGambit:
METATYPE
Don't neglect Metatype. Put a Priority into Metatype that gives you enough points to allot for extra Edge - 4-5 starting Edge is vital for survivability. Unless you need it (a combatant being an ork or troll, a Face being an Elf), go with Human - the extra starting Edge means you don't need to allot as high a priority to Metatype. However, when judging Metatype against Attributes, Troll has a +8(.5, the dermal armor), Ork & Dwarf give +5, and Elf gives +3.
Melee types should pick Troll - the benefits to Body & Strength, as well as Reach, are vital. Mixed-ranged combatants rank metatypes as Ork, Dwarf, Human - Troll is too expensive, and Elf gives little to no benefit in combat. Faces should pick Elf - the benefit to Charisma is vital. Magicians should choose between Human and Dwarf - Dwarf is more survivable and has a Willpower buff, but Human gives more Special Attribute points at less Priority. The exception is Mystic Adept, where Dwarf rules over Human. Riggers and Deckers should pick Human every time - Priorities need to go elsewhere, and D-Race E-Magic gives you the other stats you need. Technomancers should pick Human as well, though Elf is another possibility for the Charisma bonus.