Team muscle in progress:
I quickly moved this into one of Kin's sheets (v.95) since that will make it easier for Reiji to validate point expenditures and for me to assist you. Here's the link:https://drive.google.com/file/d/0B9XtVqX473esQ3g2c2RwX2hZdzA/edit?usp=sharing
You can download it using Ctrl-S and edit it using Excel or OpenOffice Calc. I don't like editing live on Google Drive especially multipage spreadsheets because two people might be fiddling with it at once and (as Darkling noted) online editing software that complicated can easily screw up your sheet.
The first thing I want to point at is your Black Mark. I assumed it was 'Hypercorp,' based on the sound of the fellow who Rindi used to work for. If he was able to edit her he's pretty powerful and probably had her indenture or something. If you DON'T intend it to be Hypercorp, that's something to note. It has to be a faction, Black Mark doesn't apply to individuals.
Secondly, you've got a pretty good start as far as your SOM, COO and REF boosts but for a character who is a 'fighter', I would put more of your points into COG. Faces need to boost SAV but very few characters who aren't faces have more than 10 SAV-based skills and almost everyone has 10+ COG-based skills. Why does this matter? Because when you buy a point of an Aptitude (COG, COO, INT, REF, SAV, SOM, WIL) it automagically raises your baseline in all the skills which use that Aptitude as a base. It costs 1 CP to raise a skill by 1 point (at least until it reaches level 60) but 10 CP to raise an Aptitude by 1 point. Ergo, if you have 10 or more skills that use a given Aptitude it's more economical to buy 1 point of Aptitude than it is to put individual points into Skills. If you have less than 10 skills that use an Aptitude it's more economical to put the points into the individual skills themselves. And you'll have a lot of COG skills. Why? I know they don't look very useful to a fighter-type at first, but, well, for starters...
You're REQUIRED to. You must spend a minimum of 300CP on Knowledge skills (Academics, Art, Interest, Language and Profession skills). But when are you going to use those if you're a mean, nasty fighter type? All the time!
When generating a character, one of the biggest things people new to the system miss is that there's this game concept called 'Skill Complements' which lets you use your strengths in one skill to assist a roll with a related skill if the assisting skill is applicable to whatever you're trying to do. You can find more about it on p.173 of the core rules, but basically a 1-30 in a complementary skill lets you add +10 to a die roll, 31-60 lets you add +20, and 61+ lets you add +30. Let me toss some examples out there:
Academics: Astrophysics used as a complement to Pilot: Spacecraft (just about always).
Academics: Geology used as a complement to know when to expect a canyon to end when zipping down it with Pilot: Aircraft and trying to lose the guy behind you in classic cinematic style.
Academics: Botany used as a complement to Profession: Gatecrashing to look for plants that resemble Terran plants with carnivorous features and help you avoid them.
Art: Architecture used as a complement to Demolitions to know how to bring down a bridge or building most efficiently.
Interest: Criminal Groups used as a complement to Profession: Bodyguard to know how to find safe paths through the more gang-infested areas of an arcology or habitat, or how to contract a reliable guide and which gang to go to to get through what zone.
Academics: Military Science used as a complement to Profession: Military Ops to look for the most efficient way to handle storming a building full of hostiles.
Interest: Military History used as a complement to Profession: Military Ops to figure out backup plans that go against the grain of what's recommended but have been known to work in the past...And aren't maybe the most efficient method (because the most efficient method is probably the one the defenders have planned for).
Interest: Sci-Fi Aliens used as a complement to Profession: First Contact to help try and figure out how to deal with a species that doesn't seem to be making any sense...Writers have been coming up with everything under the sun for at least a century, maybe something you read will help you...
Academics: Memetics used as a complement to Profession: Spin Control to convince a bunch of witnesses that what they just saw was a bunch of artistes-terroristes filming a particularly nasty XP on site without permits...Rather than your team stopping an exsurgent virus outbreak.
These are all examples using Academics, Interests, Professions, and the like possessed by the example characters in the main rules. If you look at the Skills page of the sheet you will see that there's a column for 'Custom' which lets you make up your own. For example, Tickle Pink has 'Art: Designer Drugs' because she literally has the skills and know-how to mix different neuro-activators to get a given mental state the way a bartender mixes different liquors to produces a drink with a given flavor. Her specialization in that Interest is 'Petal Design'. Profession: Chemical Engineering and Medicine: Pharmacology give her the means to produce what she designs using the 'Art' skill...And if appropriate the Art skill could be used as a complement to either of those.
Consider that even a 33 in a skill that you can use as a complement is going to let you do things like add +20 to specific rolls (but the complement you're using has to make sense. If you can explain how the two skills are both related to what you're doing, and how the complement skill is enhancing the primary one you're rolling, you're pretty much golden...It's how the system is meant to work). This is one reason Firewall agents are meant to have such broad backgrounds (the designers haven't ever really justified the 300-Knowledge requirement for non-FW agents...But since we're playing FW agents it doesn't matter). It's not just 'being able to shoot a gun,' it's 'knowing where and when to shoot (and who to shoot)' to most efficiently stop whatever's going on. Or who to bribe and how much and in what type of currency (Persuasion with Protocol or possibly an appropriate Networking skill as a complement).
So optimally, the majority of the time you'll be rolling with one complement or another. It's good to have a wide range of potentially related but not identical skills for this reason. Instead of, say, Profession: Chemical Engineer with Academics: Chemistry and Interest: Chemistry (...) you might do something like ACD: Chemistry, PRF: Habitat Engineering (Spec. Atmospheric Maintenance), INT: Newly Discovered Elements or INT: Exoplanetary Elements or Demolitions (Improvised Explosives) or Art: Pheromone Design or...
Play around with it. Feel free to toss in crazy science-fictiony ideas for Interests or Professions (Academics are a little bit more constrained). If it isn't clear what it's about, add a few lines of what it means to you and how you think it could be useful. Reiji'll weigh in on whether it works for him or not.
Languages might not seem all that useful, but it's implied that while everyone's Muse can network through the Mesh to do on-the-fly translation to everyone else's Muse, even in EP's time, translation software doesn't possess the same 'sound' or euphemisms to a native speaker that someone more familiar with the language will have, so if you have a language in common with someone actually using it rather than machine software might be worth a few extra points on a persuasion or other social role. Again, Reiji's call, but that's really the ONLY justification for multiple languages (well, that and the possibility of getting stuck somewhere with no Mesh...).