creation and the first few levels
Your skills suggest more of a generalist than specialist. these are harder to play at lower levels because you end up increasing all your attributes rather than one or two.
I am running a very similar character, a male Breton. Major skills are Alchemy, Blade, Destruction, Heavy Armor, Illusion, Marksman, Sneak. I chose 'The Mage' birthsign.
My Heavy Armor choice is a bit quirky and you may prefer Light Armor, but I like to mix and match, and Light Armor seems to advance faster, so I leave it as a minor skill. Armorer advances well as a minor skill too, for two reasons. One is your light armor always needs repairing, so that skill gets used plenty, especially at lower levels when armour degrades faster. Also it is an endurance based skill.
Early on, endurance may be the most important skill of all to boost, and you want those 5x multipliers to come into play, so it rises quickly. Health lost due to low endurance at each new level can never be fully recovered. Part of the health calculation is that each time you level up, for every full 10 points of endurance your character has, you get a health point. The quicker you get your endurance cranked up, the more health you accumulate. As a Breton, your starting endurance is low, so I picked endurance (and luck) as my favoured attributes to get the +5 bonus on each.
To get the good multipliers on endurance at each level, and without levelling up too quickly, you train up minor skills. Getting 5 lots of training (the maximum you can train at any level) on armorer at each of the lower levels is one way of raising your multipliers on endurance. It is useful in its own right too, as you need a 50 armorer skill to repair magic weaponry and armor.
Your Magicka level is 2x Intelligence, so suppose you wait a few levels before boosting your Intelligence. You can reach 75 Int at level 20 instead of focussing on getting there early at level 10, and then boosting other attributes. You end up with the same magicka (2x75 + bonuses for race, star sign and magicka-boosting items), your only loss was the lower reserves of magicka you had between levels 10 and 20.
The important thing about your Magicka are the choices you make at character creation. Choosing a birthsign that boosts Magicka and a race that has a Magicka bonus, are key factors in your overall amount of Magicka.
Remember as you travel around to get a weak version of every kind of spell you can think of. This will help you later when you come to enchant items.
Most particularly, get a 'Restore Attribute' spell. it dosn't matter which of the seven attributes it restores as long as you have one of them. Once you are allowed into the Arcane University, you can now craft seven of your own spells to restore each of your attributes. You only need to do the spell on 'self' and it only needs to be low level, like 'restore luck 5' because you can cast it several times on yourself if you need to. This will save you a lot of pain when you are deep in the wilderness or down in a dungeon, and something drains one of your attributes.
The head of the guild asked a new prospect to descibe himself in as few words as possible. The prospect made it in one, "Concise".