Since no one else has thrown out a mundane for comparison, I might as well. Built in karmagen (to compare fairly
I present Vance Strongarm Mundane Generalist
Elf (30 karma) (because as a mundane raising agility is the most useful skills and combat wise thing to do and one of the hardest)
Attributes (234 karma)
Bod 3
Agi 6
Rea 4
Str 3
Cha 5
Int 4
Log 5
Wil 4
Edg 3
Ess 6 (not for long)
Qualities (60 karma back)
Allergy to Ware (common, severe) (which explains why Vance here doesn't aug up)
Addiction (Mild) Betel
Addiction (Mild) Snuff
'Ware:
None
Active Skills (368 karma)
16 at rank 2 (with specializations)
28 at rank 1 (with specializations)
7 at rank 1 (without specialization)
Gear: (8 karma)
Empathy Software Rank 6
10 Doses of the Following
Betameth, Betel, Cram, eX, G3, Guts, Hurlg, Jazz, Kamikaze, Long Haul, Nitro, NoPaint, Novacoke, Psyche, Push, Red Mescaline, Ripper, Snuff, Zero, Woad, Tempo, Galak, Overdrive, Pixie Dust, Trance
There's an auto injection system somewhere right? couldn't find it
+1 to Perception (always chewing Betel) not added below
+1 to resist fatigue (takes G3 daily)
Vance's drug combo's for appropriate occasions-
[ Spoiler ]
When on his smartguy/hacker special (overdrive, Trance, Psyche)
+2 intuition (6)
+1 Logic (6)
+1 reaction (5)
+3 Logic linked skills
When on his party special (eX, Tempo, Novacoke, Psyche)- When he needs to play face or do some legwork
+2 Charisma (7)
+2 for all influence skills
+1 intuition (5)
+2 Perception
-1 Willpower (3)
When on his combat special (NoPaint, Cram, kamikaze, snuff) (throw in jazz for when he really needs to tangle)
+1 Body (4)
+2 reaction (6)
+1 agi (7)
+2 strength (5)
+1 Will (5)
High pain tolerance 6
Pain resistance 1
+2 initiative passes
When on his magekiller special (NoPaint, Deepweed, Jazz, Nitro, snuff, Novacoke), for resisting spells, seeing through concealment, and punching spirits in the face.
+3 reaction (7)
+2 str (5)
+3 Willpower (7)
+1 Charisma (6)
+3 Perception
High Pain Tolerance 9
+1 initiative pass
When on his scout/guard duty special (Betameth, Snuff, Psyche, Novacoke, eX), if he needs to get the drop on trouble or make sure he sees it coming and possibly talk his way out while his team makes a get away.
+4 reaction (

+2 Charisma (7)
+2 intuition (6)
+2 perception
Leaving 165 karma for upping a few of the more commonly used skills a little, knowledge skills, contacts (probably including a dealer if not a cartel), and additional gear. Maybe a nice bike.
Sure, he could be better with augmentations, but he's still throwing 8-12 dice in a variety of areas when he really needs to, provided he's had some time to prepare beforehand.