In ranged combat Gymnastic dodge and Full Dodge both require a complex action to use. Without that action you only get Reaction, that applies to both skills. Moon Hawk is right, Gymnastics and [Melee skill] are all you need. If it fits your character concept.
Here my list of must haves:
Perception - It's already been said but I'll say it again. Perception is vital. Avoiding surprise, finding clues, finding the inevitable sniper, etc. The uses far outweigh the cost of the few BP you'll be using. If being hyper-alert doesn't fit you concept consider buying vision and audio enhancements on your glasses or whatever. Also, the Dark King mentor spirit gives you a bonus to Perception. Plus roleplaying that Satan has begun talking to you is uber-fun
[Random Ranged Combat] - Ever heard the expression "Don't bring a knife to a gun fight"? As a GM I don't care if you want to play that technophobe swordsman who would never sully his hands by picking up a gun. It is important, however, that you don't act surprised when combat ends before you get to do anything. Guns are quick, efficient, and deadly. It's very common for all those enemies to be dead before you get close enough to do anything OR for those same baddies to have pumped you full of lead as you approached. Grab a ranged combat skill so you can participate when the lead starts flying. If you're a mage make sure to have a damaging spell instead.
Disguise - Okay, so not every character should have this one, but I thought I would bring it up because my group has often undercounted it's usefulness. For any character that has received covert military training I give him at least a rank in Disguise and the Camoflage specialization. This will help you stay unnoticed on covert runs and is more realistic than having a very high Infiltration. Just think Big Boss.
There are several skills that at least one person in the group should have.
-First Aid and/or Medicine. Spec in combat wounds.
-Social skills. Nego to get paid the Big Nuyen, Con to save your butts.
-Hardware for getting past the ubiquitous Maglock. Make sure that person is also a combat character because he's going to be there in the thick of things.
-Pilot Ground for quick getaways.
As for gear....
Sensory Enhancements - Cyber eyes or ears with the visual or audio enhancements are great for boosting Perception. The Olfactory booster is good for detecting explosives and for knowing when to avoid your girlfriend (+2 when menstruating!). If you don't want to take the essence hit you can always buy the Olfactory Sensor (3000
for a rating 6). If you mount that sensor on a vehicle you can smell things up to 4 kilometers away!
Micro-tranceiver - one of the best ways to keep in touch with the team. It has a device rating so hacking a good one (rating 6, 3000
, Device Rating 6) is pretty difficult.
Smartgun/link - Makes life so much easier. With no tell-tale laser giving away your position this puppy is well worth having for Gunbunnies and light combat characters alike. You can even mount it on your Troll's bow. Combine with....
Skin Link - The ultimate in personal hack-proofing. Have a separate commlink (implanted or otherwise) set to skin link to protect your vision enhancments, smart gun, other commlink accessories, and even that paydata you just boosted. That commlink doesn't even have to be very expensive to pull this off. If you're using nanopaste disguises to camoflage yourself you can even use this comm to make and update your face paint or whatever (However you'll have to have a high Edit program to make a good disguse.)
Sim module - The book aludes to being able to send mentally composed e-mails. While the Micro-tranceiver usually covers this sort of thing, mental e-mails are the next best option. For characters without a DNI with their comm, I (keyword, I) require a sim module to interface with thoughts and compose mental e-mails. Kind of a house rule... Make sure to have a Biofeedback Filter Program just in case you're hacked and he tries to frag you.
Ultrasound - Perfect for countering foes in Chameleon Suits or Invisible spells. Have it just in case. It could save your life.
Fake SINs/licenses - Life is REALLY hard without these. That should be obvious.
That's all I can think of except a good weapon and suit of armor. Some character types require specific gear but those are obvious (Mages grab your foci/fetishes. Hackers grab your tech gear.)