In case you weren't aware, the game does actually already have rules for customizing characters, they're just hidden throughout the book.
Page 24 - Swapping skills
Page 139 - Swapping Fu Paths
Page 161 - Swapping Sorcery Schticks
Page 178 - Template for making your own Transformed Animals
Personally, I've used those rules to good effect, telling my players to pick an Archetype that's close to their character concept, and then just tweaking the fewest bits necessary to align it with what exactly they had in mind.
But that's just how I do things. If you and your players are interested in a point-buy system, that's great. We all have our own preferences and tastes.
I do, however, think that the system you laid out has a few rough edges that could use some revision. Here's some feedback for you, since you asked... though, apparently I'm several weeks late.
The stats are not created equally, and probably shouldn't cost the same, nor should the costs scale linearly, in my opinion.
For example, I definitely wouldn't recommend anyone ever play a Feng Shui character with a Primary Attack of less than 10, as they'll struggle to contribute meaningfully during the game's frequent fight scenes. I would expect with your proposed point-buy system, nearly every character will have a 15 in their primary attack, because the difference between Martial Arts 15 and Martial Arts 14 in terms of performance is honestly much bigger than you'd expect, and probably worth a lot more than a mere 1% of your point budget.
I would also expect that with your system, almost no one will ever take a backup attack form. It's just too expensive. If for some reason I felt I needed a backup attack (like if I was making a Guns character and was really worried about the GM disarming me), I'd spend the 11 points to get Martial Arts at level 1, and just plan to spend my first Advancement on "Increase your backup attack to your main attack minus 1." Or, maybe I'd just take the Schtick "Bag Full Of Guns" (or "Tools of the Trade") as a way to end-run around it. I'd feel a little guilty doing it that way, but I'd do it.
Using your system, I looked at recreating the Drifter Archetype. By just skipping the Backup Attack, I was able to afford the following stats:
Guns 15 (+2 better than the Archetype version)
Defense 15 (+2 better than the Archetype)
Toughness 10 (+2 better than the Archetype)
Fortune 7 (same as the Archetype)
Speed 8 (+2 better than the Archetype)
Schticks 4 and 4 (+3 extra Schticks)
Skill Points 30 (+8 extra skill points)
That tells me that the point totals there aren't dialed in correctly yet.
Also, this isn't a game that typically cares too much about money and equipment, so I suspect you're charging way too much for Rich. For that 20 points I could buy two skills at level 15 and a third skill at level 10. The skills (assuming you don't waste them on dubious Info: Stamp Collecting or the like) are probably going to be a bigger impact on both the plot and your enjoyment of the game. (Wealth has no impact on starting weapons, it's not uncommon for a "Poor" or "Working Stiff" character to start with several good weapons, and most of the "Rich" characters have only a single item. Wealth is mostly for flavor.)
I would encourage you to re-evaluate your scales and charts with the Awesoming-Up system in mind. During play, it costs a single Advance to raise a skill from 1 to 12, and one advance to raise a skill from 12 to 13. But if you started with your Primary Attack at 11, you can't raise it to 13 until your 10th Advancement. So there's a huge difference there. It's less of an issue if you're also planning to create a custom level-up system, but if you leave it as is with things being valued differently in character creation than via in-play Advancement, it will be a system open to abuse by mathematically-inclined players (to the disadvantage of more casual players who don't feel inclined to do the math homework).
I noticed that your charts in steps 1 - 3 don't have a clear-cut option for playing a Ghost... at least not the rules-as-written hybrid with sorcery and creature powers that's on the existing Archetype sheet. Is that an intentional house-rule?
Lastly, and I only mention this because you stated that you're new to the game, but I couldn't help but notice that you referred to Transformed Animals as "Shapeshifters". That's definitely NOT what they are canonically. If that's what you've house-ruled them to be, that's cool, but I figured I should point it out in case you'd just skimmed that part of the book. It seems like it's a thing you'd want to know (and decide whether or not to house-rule) before you put this rules system in front of a player. Transforming back into animal form is not a power they have, it's more like "a fate worse than death" that they really want to avoid. It could be quite the shock if a player thought they were something else entirely during character creation.
Anyhow, I can see the appeal of having a point-buy system, and I don't want to discourage you, but I just don't think you've quite got it dialed-in yet. I would suggest giving it a revision or two.