Thanks for all the input guys.
The original issue was in the wording of "Physical Active Skills". The change from "Physically active skills" in SR4 to what it is now likely means the same thing, though the writers didn't catch the implications for it's application and skills available.
I've since confirmed that, as per the Run Faster cyber pack "COMPETENCE-ON-A-CHIP PACK" p.240 it lists a number of active skills that can be used with activesofts.
"Common pairings are: Acting (Impersonation and Performance),... Healing Hands (First Aid and Medicine), Warrior (Blades and Unarmed Combat)... Like a Boss (Leadership and Negotiation)... Tech Support (Computer and Software)..."
There are others lists, but to address some of the points raised by my group and others here:
1) Active Softs are not linked only to physical attributes: As we see Active Softs linked to Charisma, Logic, Willpower etc.
2) Active Softs are not linked to the "Physical Active Skill" group: As we see Technical Active, Social Active, Combat Active etc.
I'm currently leaning towards the SR4 comment of "Physically Active" to imply that it has to be in the physical world. When using ActiveSofts you don't know what you're doing. You're giving up control to the ActiveSoft and SkillWires. Arguably it imparts an understanding of the action and you can choose what action you'd like to do, but you have only a theoretical understanding of the action. It's the skillwires translating force and motion as inputs that then present response actions. Therefore you can't use things tied to skillwires when you are Full VR or Rigged into a vehicle.
This isn't spelled out in the rules however, I'm just glad to have solved the original two interpretations, as my character is reliant on his activesofts.
Thanks guys for the help and sounding board. Do any of you disagree with this interpretation?