Hacker
Software of 5. Most skills at 4. Encephelon & Pushed is only 11 dice out of the gate (edit: 13 with hot sim). He can go to hacking (exploit) 6 with optimization (exploit) on the commlink and get to 16 dice for part of his job (edit; 18 with hot sim). If he buys the software at 6, adds mute in-game and gets restricted gear for response and system add a die. If he builds an unrestricted agent assistant he can add 2-3 more dice. Ask your GM if your hacker needs logic before building the character as there may be some houserules here.
So that's 13 dice to be expected of a generalist hacker who may have some ability at stealth, athletics, social, combat or a specialist at 16-17 dice with 20-21 dice in exploit.
If piracy rules are being used, the specialist can have more secondary abilities with the understanding that most of his gear "purchases" will happen "in-game". You might as well have a special session for the hacker because he has to do all the pirate haven stuff before he's useful.
Hacking is one of the skills that's not worth taking as a secondary position unless you're using the piracy rules.
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Face.
Basic simple generalist elf face: 4 influence + 7 charisma + 3 Kinesics + 3 Pheremones = 17 dice (+2 (19) with first impression). You still have plenty of build points for combat, stealth, etc. If Empathy software is allowed, add that in.
The top end for face comes down to your GM saying "Yes, I'll give you dice for that" a lot.
http://forums.dumpshock.com/index.php?showtopic=35144 has it at 50+dice.
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Everyone (basics to survive in the shadows) for non-mages.
Edge: More is always better. Worth soft-capping.
Perception: Almost always a secondary skill worth investing in chargen. I've built characters whose primary skill was perception. (The face, above, can have a 6 in perception with no issue to his primary role, and it's a good investment considering the situations he tends to find himself in.)
Combat: 4 in the weapon of choice, I frequently go with an agility of 9 because muscle toner 4 (restricted gear) is so cheap as to be broken. Add a smartlink & tacnet 2 and you're tossing 13 dice as a secondary.
Stealth: Incredibly useful and chances are you already have the intuition and agility (see above). Purchased at chargen, it's a 4 in the skill, otherwise it's worth taking to at least a 2 with karma.
Athletics: I never have enough in this dice pool unless I'm a troll. I find my strength to usually be in the 3 range and I think of it as a tertiary skill (one that I bump in in play as the first 2 levels of the skill are cheap to buy with karma and I'd rather use my BPs buying secondary skills at 4. Athletics makes me glad I soft-cap edge.
Pilot skills: Get a 1, either in chargen or in karma. Personally, I like having 2 in ground, 1 in boats, and 1 in planes after I have enough karma. It's always worth having a car early in the game, and it's so rarely worth spending the BPs to get it at chargen.
Contacts: Missions - DO NOT BUY CONTACTS in MISSIONS. They fall like rain. Contacts are basically, broken. They basically relate to characters in 3 ways. Their loyalty (when you get down to it) is the least valuable thing to buy at chargen. They can become more loyal in play. They're not going to become better connected. Their connection is worth buying up at chargen IF they're the type of contact that needs to be connected. The most important trait of a contact, their actual skillset, is not part of the contact creation rules.. Dr Allcome the brilliant street surgeon costs the same BP as Dr. Sweeney Todd, the street surgeon of Seville. You can't, RAW, buy a more skilled surgeon as a contact.
First Aid: Ask your GM for houserules before buying this skill because it's broken. The Medkit is smarter than you will be. Trying to help the medkit will make it worse.
Social: As shown above, it's easy to get more dice for faces and skills like CON become very necessary unless you plan to shoot your way in and out of and everything. When things go wrong, CON is a great fall back skill. Likewise, Negotiation comes into play every time you go shopping, so unless you plan to have the face shop for you as well, invest in social skills, either at chargen or in play.
Armor: Armor depends on Body. Personally, I like 6/4+ffba half + ppp shin/forearm at 4 body. 6/4 + ppp at 3 body and 6/4 softweave at 2 body. Since there's so many useful 6/4s and I like to interchange them, I prefer the body of 4 option which also allows a softweave armored jacket + FFBA (half).
Guns: Defiance ex-shocker, Ingram X (off the shelf) or HK 227 (customized), Predator IV.
Commlink: Firewall 5. Ask if Stealth has been houseruled to help vs detect hidden nodes. Carry spare meta-links to assign to people who may need to leave you a message. Your shadowrun commlink needs to remain hidden and hard to detect as much as possible. Your Fake ID commlink will often need to be active. Yeah, that's a lot of commlinks...