Ok, while I'm not the matrix expert(I'll let someone else handle that), it's usually been said that Aptitude isn't always worth taking. Maybe for hackers it's different; but it's a pretty expensive endeavor to do so(10 for the quality and 8 to max the skill, for one more die.) Personally, I'd take hacking 6 and just specialize it.
Also, reaction 3, body 4(base for an Ork but above average by human terms), but no dodge skill. I'd use some of the points if you ditch the Aptitude to take Dodge/Ranged 2+2. Unless you plan on being kind of far away all the time, this could be problematic.
1 Edge is also a bit of a problem, unless it's totally for the character, and even then, it's risky. Try to at least scrape up a 2, preferably a 3. 2 is workable(you can up it), but I'd say 3 is a good number to shoot for.
As for the concept, I dig that a lot. I'm a big fan of the whole steampunk thing.
![biggrin.gif](http://forums.dumpshock.com/style_emoticons/default/biggrin.gif)
I'm sure some of the hacking folks here can brush you up on the finer points of that, because again, I sort of run hacking as a GM as pretty quick(IE, I know what dice to roll where if I have to do some NPC hacking or whatnot, but I don't know what are the ideal skills at what level to start with for a PC hacker, and folks at my table tend not to play hackers too often it seems.)