Is this a one shot or the start of a ongoing campaign? How married are you to Elf? C Elf for the 4 edge is nice but it puts the hurt on your normal stats. My most recent occult detective was A skills, B attributes, C magic, D human(put all the extra to get magic 6), part of it just came down to karma math, skills cost a lot to improve, attributes too. But admittedly you can totally cheap out on skills if you want to get down to brass tacks of all I do is sling spells, and summon spirits or whatever. I wanted a more full package mage with rituals, alchemy, spell slinging, summons etc.
I mean I think the advice here is pretty solid for a ongoing campaign, though no i don't think you need a willpower 5 and maxed other drain stat. Too many priorities have crap stat points distributions for that to be needed. With your 14 if 9 went to 2 of the 8 stats you'd basically be terrible at everything else. But the realities of the Karma system does push you to extreme highs and lows for your start. Its cheaper to bump a 1 to a 2 than a 5 to a 6. So while I don't think it is needed, there are good reasons to go that route. As an aside I think you have 2 more points to spend in attributes.
That being said i have found solid use out of astral combat in this edition, first edition where I think it works out. Mainly because direct combat spells are kind of bad. I usually do far more damage with an astral kick to the astral lone star mage than I do with a manabolt. And as an elf you can make that damage fairly extreme if you did max out chr.
I think guns and unarmed combat are petty useful to a mage still, I have played in enough games where i lost 6-8 dice to background count or was down to 1 box of stun, or there was enough magical security a spell would be like setting off a flare so they came in handy. Problem is they require investment outside of the skills to be effective mainly agility. I like the movement agility gets me but unless i'm using guns often its a lot of initial attribute points that could have been intuition or reaction for extra dodge and better initiative, or my drain stats.
At the end of the day, I personally think the most important thing is blending in with the group. If everyone is building more well rounded characters with smaller dice pools I'd mostly stick with what you did. If others are tossing 16-20 dice, you might want to min/max more. Not just for your sake but for the GM who will have a bear of a time planning opposition for your team.