I know we've got at least one person new to the game, so I hope the rest of you will forgive me if I write this bit like everybody is. :) I find it's often useful to go over this stuff when putting a party together anyway.
Even though EP isn't really a 'class-based' game, there are some skills which are pretty darned useful in a Firewall team and others which are just about mandatory, and we've got two characters on the table already. I mention this because I realized that I was assembling a niche character which would be useful if the big 'gotta have it' skills were pretty well taken care of, but who probably wouldn't be a front-runner for any of those 'critical roles.' So I'm still working on her but I'm going to be flexible about it.
Things that it would benefit every character to have at least in the 30s (parentheses represents a skill specialization that's particularly useful):
A ranged weapon skill,
Fray (higher is better),
Perception (higher is better).
Things the party would benefit from having at least one character with the skill in the 60s-range (parentheses represents a skill specialization that's particularly useful):
Academics: Chemistry, Cryptography, Memetics, Nanotechnology, Psychology, Xeno-Archaeology and Xeno-Linguistics if you're Gatecrashing which we probably
Deception (Bluffing or Fast Talk),
Hardware: Armorer, Electronics (Nanofabrication Devices), Implants, Industrial (Habitat), Robotics
Infiltration (Sneaking, Shadowing),
Infosec (Brute-Force Hacking, Sniffing),
Interfacing (Forgery, Stealthing),
Profession: Security Ops, Police Procedures, Squad Tactics, Habitat Admin, Habitat Ops,
Programming: (Malware, Nanofabrication)
You can sort of create some roles by seeing what fits together well (an AGI party hacker with all of the computer/intrusion skills is a very stock combination, and it's usual to have a face/social "hacker" as well as a hardware type and a "dedicated fighter" with every combat skill under the sun). Having said that, it's often good if everybody has kind of a primary role and one or two things they can do 'adequately' outside of it...Not just because it sucks if a dragon eats the cleric, but also because in Eclipse Phase teamwork can really add up.
Anyway, where I was going with all this is that it might be useful to discuss roles (and secondary roles) just to be sure we've got a good spread and nothing is missing.
So far I see:
Empyrean's Sachiko Yamafuku who is a Social Networking/Face type with a Hyperelite/Socialite background
Linna's Katie Larson who is an Engineer/Bomb Tech with an OSC/Argonaut background.
That looks like a lot of the social stuff is covered (but it's nearly impossible for one character to have high rep scores and networking scores in EVERYTHING so it's good to have solid rep/networking with whoever your main faction is), and I'm guessing most of the Hardware stuff as well as Demolitions.
So despite how much I was enjoying the idea of a walking drug factory/addict (who would've been bringing a wide array of chemical and nanotech support to the party, including chem/nano combative tricks and swarms for area denial as well as medicine and secondary hacking/nanofab skills), I recognize that that is a kind of a niche character (EP is odd in that you really can wander around without a healer, assuming fairly common nano), so I'm going to temporarily shelve her until it looks like the party has a pretty solid spread of the 'gotta-haves.'
Without knowing what-all exactly is out there, it looks
like we might need a dedicated butt-kicker and a dedicated hacker.
If those don't fit what you were looking at, Darkling and Muse, let me know. If needed, I have a few such characters just lying around. For that matter I can do just about whatever (which is one reason I gravitate towards less-specialized secondary-niche characters, I've played EP pretty much since its release, been in several long campaigns and myriad short ones and I can handle just about any 'position.')
(I will add, Muse, that if you're worried about the complexity of the game, just like in most systems 'fighter' is the easiest role to pick up...but you sure don't have to if you don't want to! Just letting you know in case you're drowning in details.)
EDIT: Oh yeah. While I don't advocate buying much besides blueprints for a FW character, pretty much everybody should spend the lucre for a False Ego ID...Unless (like some GMs I've known do...And some don't!) Reiji is one of the folks who believes that this paragraph from p.357 of the EP core rules is literal.
New sentinels are given a code name and fake
identification. Outside of the proxies, the real-world
identity of a given sentinel is a closely guarded
secret. Sentinels are even discouraged from sharing
such information with members of their own teams,
though this line is often crossed. Additionally, each
sentinel is required to upload a backup to Firewall’s
secure servers and to update this backup regularly.
This backup serves a dual purpose, enabling all sentinels
to be retrieved should they die, but also putting
a copy of the sentinel in Firewall’s hands should they
ever need to interrogate them.
(Heck, you still might want to, it's nice to have burnable identities...Oh, and bear in mind that your fake ID needs its own points spent on rep if you don't want it to be a 'nobody.')