Now that's what I'm talking about; thank you Wyvern. Although I was hoping to do well at social combat. Can I get by with 3 skills at good for Social conflicts?
Well, you've got deceit at +4. Add in Rapport at +3 (to get good social defenses), and maybe Empathy at +2 and Presence at +1, and you should be pretty much set for social combat. Against joe schmoe normal person, who has an Empathy of +0 to -2, a two box social stress track, and isn't willing to take consequences, you can probably go straight to a taken out result with a single lie.
For the other half of your skill stack, I'd suggest Burglary (a good compliment to veils), Investigation, and Lore. You won't be able to do much in a physical fight (aside from vanish, and totally spook your opponents with seemings of grenades, and other such useful supporting actions), but you'll be great at getting in places where you aren't supposed to be, finding out things people don't want you to know, manipulating people, and generally being an insufferable know-it-all - in fact, that sounds like a great aspect to take. "Wait - you want me to break into this guy's office and rifle through his private files? Now why would I do that? I mean, I was just over there making copies last week..."
The way I'm imagining the soldier's innate toughness/recovery, a catch wouldn't realy be appropriate. It's just adaption after decades in a supernatural environment.
There are actually quite a few still-viable options. For example, if it's fairly obvious to those in the know that you've been touched by infernal powers, a catch of "holy stuff" could be worth +3. Or +2 if it's not obvious, but still detectable via things like The Sight.
Another catch I've used frequently for people who just plain have that much physical toughness is "stuff that attacks the body by attacking the soul" - which includes Hellfire as well as some uses of soulfire and necromancy. That'd be worth +2 to +3, depending on how easy it is for people to figure that out.
Poison is another good catch for someone who should normally be pretty durable.
* * * * *
...Ok. To answer the question you actually asked: if you really want to cram as many Powers as possible into a small refresh footprint, the thing to do is look at the various rebate powers, and fit in as many of them as you can make sense of. Note that I don't suggest actually doing this - it can get a bit cheesy & overshadow other players - but here's an example:
+2 item of power: Dragonscale Armor. It is what it is - a suit of full plate armor; armor rating 2. Also obnoxious to take off or put on; you need assistance if you want to do so quickly.
Grants the following abilities:
-2 Inhuman Toughness (note that this also grants armor: 1, but does not stack with the armor rating from "it is what it is" - as 2 is the better value, you go with that one. Unless someone's attacking with poison gas or the like, where a mundane suit of plate armor wouldn't help, but toughness still applies.)
-2 Inhuman Recovery (only applies to injuries sustained while wearing the armor)
+3 The Catch: Dragonsbane. Easily researched, not so easy to come by, but any weapon coated with this herb will bypass your extra stress boxes, and deal wounds that you can't heal. Plus it can be burned to make poisonous smoke; treat that as a compel against your appropriate aspect.
-2 Inhuman Strength
Further, if you're desperate enough, you can invite the spirit of the original owner of the armor's scales to temporarily possess you:
-1 Beast Change (this transforms you into a quadrupedal lizardy-critter)
+1 Human Form limitation, applying to:
-1 Claws
-1 Demonic Co-Pilot
Total refresh cost? -3. Ability to totally dominate physical combat in a feet-in-the-water game? Yep. At least until the GM compels you to not have access to the armor... but you've got a refresh of three left to buy off those compels. Of course, using it at full power is a bit dangerous, thanks to that Demonic Co-Pilot... but such is the price of attacking at fists +5 (& weapon rating 4) in a feet-in-the-water game. :-P