One of your bigger issues is that Metatype E = Human = limited Strength = limited damage output. Now it sounds like you're going to sidestep that by going with Nerve Strike. This is a reasonable idea since attacking Agility and/or Reaction means a shorter "condition monitor" and greater odds of one-shotting an opponent.
For your spells, I would consider something that could assist your infiltration. Levitate gives you a third dimension to use, or Shapechange could turn you into something innocuous. If you go with Shapechange you'll have to keep an eye on the limitations (+/2 of your Body rating), especially since you'll want your Body to be reasonably high for soaking drain. Plus, note that your clothes don't change with you, so you might be running around naked a lot.
I wouldn't tank Charisma, as it can be useful to have some social skills to fall back on if you get caught. Logic is probably your dumpstat, or maybe even Strength if your plan is to leverage Nerve Strike.
You're going to be spread thinly on skills, since you'll want Unarmed as high as possible, plus the usual Perception and Sneaking. Add in Assensing if you're going with Astral Perception, although you still don't have a way to hurt spirits unless you take Astral Combat, which will tax your skills even further. Then there's Spellcasting too, plus any social skills you might want, plus Locksmith if you want to be an infiltrator, and it's an uphill slope.
If you're allowed to use Sum-to-10 then I'd consider taking Resources E and Skills B. Put 10 karma into nuyen and you'll have enough to scrape by until you complete a job or two.
I might postpone Adept Spell and/or Adept Accident until you initiate. In the meantime, Combat Sense is a great always-on power that will help keep you alive, especially if you're behind enemy lines. Traceless Walk is also a great power for an infiltrator, especially since there's not really a mundane equivalent to it. Attribute Boost (AGI) could also help with the sneaking and connecting on unarmed attacks.
I've never taken Adept Accident since you basically have to succeed twice: once for the attack (unless you're touching someone innocuously in a non-combat situation) and then the second MAG+INT vs. REA+INT test. That's probably 11 dice for you vs. 6ish dice for an average opponent, so only 1-2 net hits on average. That seems underwhelming, but it depends on how generous your GM is with the effects of the resulting glitch.
A quick sketch:
Body: 4 (for drain soak)
Agility: 6 (for sneaking, punching, lockpicking)
Strength: 2 (bought with 10 karma)
Reaction: 5 (for Initiative and dodging)
Charisma: 5 ("Yer a face, Hā lì!")
Intuition: 5 (for Perception, Assensing, dodging, and Initiative)
Logic: 2 (bought with 10 karma)
Willpower: 5 (for drain soaking and maybe Astral Combat)
That taxes a lot of your karma, especially with Barehanded Adept taking up 10, so you'll have to load up on Negative Qualities. Try to save some room for Mentor Spirit, if you can. The In Debt quality might give you some wiggle room, but I recommend keeping it to a reasonable level: 2 ranks is fine, but I probably won't go over 4 ranks.
+25: starting karma
+25: negative qualities
-10: Barehanded Adept
-10: Strength 2
-10: Logic 2
-10: Nuyen
-5: Mentor Spirit
-4: a couple level 1 skills, like Spellcasting 1 if you keep Adept Spell
Skills might be:
Skill Group
Influence: 5 (especially if you don't have a face in the group, if you do then maybe Stealth)
Individual Skills, roughly highest to lowest priority
Unarmed Combat
Sneaking
Perception
Assensing
Locksmith
Con
Gymnastics
Astral Combat
Palming
Disguise
Obviously lots to do there, especially at Skills C. Skills B will make life easier, and the four skill points from Magic B will help too. Buy rating 1 skills with karma, if you can, and put the skill points you save into higher-rated skills or specializations.
Anyway, that's what I pencil out in my head when I think about it. There's lots of things that you could change or shift to fit your table or what you want to play. Hopefully this is some food for thought.