I think the biggest problem with this guy is that you used the weapons specialist archetype as a starting point, and it is one of the more poorly-designed ones in the book.
For starters, being an elf does you no good. It would be fine if you wanted to take the BP hit because you really wanted to play an elf, but you have human-looking! An elf costs 30 BP, and has 30 BP in Attribute bonuses. If you changed the race to human, and took the 30 points from race and put them back into Attributes, the only differences would be that you would gain a point of Edge, and save 5 BP from not needing to buy "human looking". This guy supposedly worked for the Yaks, too - aren't they kind of racist towards metas?
Now, I'll look at how effective you are in various roles. Right now, you are spread way too thin, in my opinion.
Combat is a big BP sink for you, skill-wise, but you are still hardly in a sammie's class. With a smartlink, you have 10 dice for ranged combat before any modifiers for range, visibility, etc. Better than an average mook, less than an average sammie or combat adept. Good enough to hit a security guard who is out in the open or to pin some people down with suppressive fire, but only 50-50 against enemies who are dodging or behind cover. That's with the firearms group - it is less good with your secondary ranged weapons. Melee-wise, you sling 5 dice, about on par with a ganger. You have an average Body (your armored jacket alone will give you encumbrance penalties), slightly above average Reaction, a minimal dodge, and 1 initiative pass. Perfectly acceptable for a support character, but if you use some of your heavier weapons, you will probably draw more return fire than you can handle.
For social skills, you roll 5 dice. No face, but capable of handling most normal social interactions without embarrassment. Only average, though, at what should be one of a weapons specialist's core functions - getting black market parts and gear. Good contacts could ameliorate this weakness, though.
For using the armorer skill, you roll 9 dice. That's about the same as the mechanic NPC rolls for fixing a car, so you are about average for an armorer, the kind who can do most routine modifications. No hardware skill, though - that would be a very useful skill for an armorer. You do have demolitions, though, which is the other good complementary skill for an armorer.
For adept abilities, you went for the "fun" stuff, some of it giving some minor bonuses, rather than focusing on hyper-improving his armorer skill or improving his combat abilities significantly. That's fine - fun is why we play the game, so it's good unless pimping his combat ability would be
more "fun".
So, lots of room for "improvement", but I'm not sure what
you want. I tend to like more focused/specialized characters, so I would probably either make him a sammie with some armorer ability, or make him a pure armorer, pimping his Logic and armorer skills while paring his combat ability down to unarmed combat and a decent pistols skill.
Looking at the character now, I think "Armorer who spends too much time playing with his toys at the firing range." As far as your description, I could see "gun nut", but in the same game world with heavily augmented sammies, superhumanly accurate gun-fu adepts, mercs in combat armor, etc. he is not a "combat specialist", although you could have fun with him if you wanted to play someone gung-ho and in over his head a bit.