I've been playing around with some more character builds, and I quite like this one. He's a strong decker and a strong mage -- everything came together with very few compromises. I think this is the first character where I've tried skills A and attributes E, and it worked out great. His stat line does leave a bit to be desired, but adept powers (did I mention he's also a mystic adept?) bring it up to the equivalent of C, and sustained spells can boost it well beyond that.
[ Spoiler ]
Hex
Metatype: Human
Body 2(3), Agi 2, Rea 1(4), Str 1, Wil 4(8*), Log 4(8*), Int 4, Cha 2
Edge 3, Ess 6, Magic 6 (Mystic Adept, Hermetic)
Condition monitor: 10 physical, 10(12*) stun
Armor: 12
Limits: Physical 3, Mental 6(10*), Social 5(6*)
Initiative: 8 + 4d6
Active skills: Banishing 6, Biotech skill group 4, Computer 6, Counterspelling 6, Cracking skill group 6, Etiquette 4, Hardware 6, Perception 5, Sneaking 2, Software (data bombs) 5 (+2), Spellcasting 6, Summoning (spirits of air) 6 (+2)
Knowledge skills: Magical Theory 4, Cyberdeck Design 4, Vory 3, Classic Wargames 2
Languages: English N, Russian 3
Qualities: Focused Concentration 4, Allergy (mild, stimulants), Codeblock (Matrix Search), Prejudiced (biased against shamans), Spirit Bane (beasts)
Adept powers: Enhanced Senses [low-light, thermographic], Improved Body 1, Improved Reflexes 3
Spells: Clout, Detect Life (extended), Increase Logic, Increase Willpower, Mob Mind, Phantasm, Resist Pain
Gear: Microtrónica Azteca 200 cyberdeck [attrs 5 4 3 2, programs 2], Transys Avalon commlink (device rating 6), trodes, fake SIN 3 [licenses for cyberdeck, practicing magic], armor jacket, hardware kit, medkit (rating 3), sustaining focus 4 (health, bonded), 20 drams of reagents, middle lifestyle (1 month)
Programs: Baby Monitor, Browse, Configurator, Decryption, Defuse, Edit, Encryption, Fork, Hammer, Signal Scrub, Stealth, Toolbox, Virtual Machine, Wrapper
Contacts: Fixer (Connection 2, Loyalty 2), Vory soldier (Connection 1, Loyalty 1)
Note: power points were purchased at the Missions-errata cost of 5 karma each.
* when Increase Logic and Increase Willpower are sustained
Whenever possible, Hex will keep Increase Logic and Increase Willpower sustained using a focus plus Focused Concentration. Casting them until they're at 4 hits each typically takes 1-2 turns and causes no drain, so it should be easy to keep them up. For example, to pass through a ward he could just drop them and immediately re-cast them on the other side.
Logic and Willpower are his drain attributes and also two of the three hacking attributes, so the increases make him far more effective in both roles. They let him easily summon Force 6 spirits and cast spells with 4-5 drain, and in the matrix they give him great dice pools and defense.
In combat, Hex can use Clout and Mob Mind, he can use matrix attacks to knock out drones and such, and he can also send a Force 6 spirit into the fray. On defense, 8 dice isn't bad, and Full Defense increases that to 16 dice (Willpower 8 is pretty handy). Hex also has great initiative, which lets him use Full Defense and (usually) take two more actions.
Hex's initiative is good enough to match hot-sim VR while staying in AR -- where he can be aware of his surroundings and is immune to biofeedback, dumpshock, and link-locking. AR won't give him the bonus dice of hot-sim, but he can always switch to hot-sim for those if he thinks they're worth it. Also, Full Matrix Defense with Willpower 8 is just as impressive as the meatspace version.
On top of all that, Hex has a huge list of skills and some handy utility spells.
Edit: shuffled the skills a bit. The original version took a skill group and then advanced individual skills within it, which isn't allowed during chargen.