So, here's a skeletal character sheet, assuming char gen initially, with improvements mentioned briefly at the end:
Race: Elf [30 BP]
Qualities:
-Ambidexterity [5 BP]
-Aptitude (Automatics) [10 BP]
-Genetic Heritage: Optimization (Agility) [10 BP]
-Adept [5 BP]
-Martial Art: Krav Maga (Take Aim -> free action) [5 BP]
Bioware: [total Ess: -1.8]
Synaptic Boosters (2) [32 BP in Y; 1 Ess]
Enhanced Articulation [8 BP in Y; 0.3 Ess]
{+1 to all Physical skills as a modifier...for Automatics and Dodge}
Muscle Toner (2) [14K Y, 0.4 Ess]
Reflex Recorder (Automatics) [2 BP in Y; 0.1 Ess]
Glasses/Goggles with Ultrasound sensors and Vision Mag
{w/Natural low light and ultrasound, should get the least vision penalties}
{also, with Vision Mag and Take Aim as a free action, Range modifiers for a single target are gone too}
{IF, Genetic Heritage doesn't cost 0.2 Ess, THEN also get these and change the glasses/goggles:
Cyberware: [total Ess: -0.4 --> -0.2 Ess]
Smartlink [0.1 Ess]
--even dual wielded it helps to change firing modes and know status of guns and all....
Ultrasound Sensor [6K Y, 0.3 Ess--cyber]
}
Agility: 2 -> 7(9) [50 BP, then augmented by Muscle Toner]
{Genetic Opt made getting to 7 cheaper and raised the Aug max to 12 to have room for improvement}
Automatics (SMGs): 7(9) use the Aptitude and specialize [30 BP]
Adept, so Magic from 1 --> 5 [40 BP], take the -2 Ess hit Mag: 3
Improved Ability (Automatics): 3 1.5 PP
Nimble Fingers: 0.5 PP {fast reloading and such}
Combat Sense: 2 1 PP {help with Dodging}
Then, Dodge (Ranged): 4(6) [18 BP]
Reaction 5(7) [40 BP]
...dump stat, Wil, Str, Bod, Log, Cha all at 1-3...
..decent Int for Perception... count on dodging for damage...
All this gives:
9+7+1+3 (Agi+Skill+Refl_Rec+Improv'd_Abil) = 20 base pool
Split: 10/10
Modifiers: +1+2 each (Specialztn & Enh Articul)
For 13/13 with two SMGs
OR 23 dice with one of them! (25 w/smartlink)
With Dodge(Ranged) of 4+2+2+1+5+2 = 16! [Skill + Spec + Combat Sense + Enh Articul + Reac + Synap Boosters]
Now also use these guns: [~1 BP each in cost, including ammo]
Two Ingram Smartguns with... (using Arsenal mods)
--Upgrade to Gas Vent 3 [1 SLOT]
--Heavy Barrel [1 SLOT]
--Personalized Grip [1 SLOT]
--Extended Clip [1 SLOT]
--With EX explosive rounds!
For: 6P -1AP BF/FA RC: 5(6) 40© <12R ~4000 Y each...
{Can do burst fire with both guns with both simple actions and have no recoil penalties at all...}
{Then, can readily only shoot with one of them (either) on Full Auto, and have plenty of dice to use with the uncompensated recoil}
{Even going two-handed full auto is a legitimate option without loosing all his dice....}
Assuming Bod, Str, Wil, Log all at 2, Cha at 3 and Int at 4, leaves 35 BP to spend @ char gen without any negative qualities, so...
with 35 BP in negative qualities, you'd still have 70 BP to spend after all of the above, on:
-Perception, Infiltration, some Athletics, and odds and ends to tidy him up....
-If negative qualities are maxed out, up his Edge a bit to 3-5 range... to pull out the stops with both guns...
SO, one could spend the 25 BP to up his Agility once more for another die: 14/13 and 24 (26 w/smartlink) for two-handed, one-handed, respectively, even at Chargen.
LATER:
ALSO, upping Muscle Toners and/or grabbing a Suprathyroid Gland (and upping Magic by one) can max out Agility to 12 to get to 15/14 or 26 (28 with smartlink).
Any other bonuses I missing?!? Whatcha think?!?
--maybe make it Gymnastic Dodge, so a Synthacardium can one day add +2 dodge dice also...
Should we can 'em "Two-guns" and make it a female elf

In summary: At Char gen, 13/13 pools for two 6P -1AP SMGs, w/ no recoil (if using 4 shots of burst fire), no range penalties, and minimized vision penalties, while still having 3 IPs... Did I miss anything? Did I do anything wrong?