Powers:
Thaumaturgy - 3
Synchromancy (Complexity +1)
Pocket Watch, Synchromancy Focus Item (Complexity +1, Control +1)
2 unused potion slots
You have one too many focus item slots listed here (3, instead of 2), assuming this is supposed to represent your 'base' focus item slots gaind from just thaumaturgy.
Refinement - 3
Wards (Complexity +1, Control +1)
Crafting (Frequency +1, Strength +1)
Divination (Complexity +1, Control +1)
Transformation and Disruption (Complexity +1, Control +1)
1
By the letter of the rules, people without the whole wizard package can't take refinement for more specializations. They can, however, take refinement for more focus/enchanted item slots.
2
You have too many bonuses (
for three points of refinement (should be 6).
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You've spent a lot of refresh for control bonuses that raise your effective discipline to 5, you've also spent a lot of points for an effective lore of 5. Consider the following build instead:
skills5: Discipline, Lore
4: Alertness, Weapons
3: Athletics, Deceit
2: Conviction, Empathy
1: Presence, Rapport
stuntsSmall Arms Expert: Use Weapons instead of Guns for Pistols
Mind over body Use Discipline to determine physical stress
Tireless (YS 152)
Powers:Thaumaturgy - 3
Synchromancy (Complexity +1)
3 potion slots
Defensive item, power 4, 2 uses/session (1 slot)
-6 refresh
Stress:
Physical: OOOO + 1 extra mild consequence
Social: OOO
Mental: OOO
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By shifting your skills around to get discipline 5 and lore 5, you 'save' all the points of refresh you would have used to get +1 control and +1 complexity. The shortened skill list means 2 skills have to be dropped outright, I picked fists, which you only had at 1, and endurance, which you had at 3. But the save points of refresh lets you pickup the
mind over body and
tireless stunts, which should make up for it.
The only thing you give up, magic wise over the old build is +1 crafting frequency. But if you want it, you have another point of refresh available to get it back.
Also, I've added a defensive item, both to protect you from low rolls and ambushes and to act as armor to to help soak up large hits.