Ideally, this kind of stuff gets discussed in the "Inquisitor Rules" section, but I'll address it here for now.
Firstly, it's hard to review statlines without knowing their backstory. But...
Most of his stats are in the high 70s and 80s. This is very high by modern stat standards*, and will mean that he'll quickly and definitively decide many confrontations simply by acting first (because his chance of failing in what he attempts is relatively small). That's hardly as interesting as a game where the fate of events hangs in the balance across several turns. (This is particularly true given his nasty weaponry).
We also tend towards Inquisitors being capable fighters (they wouldn't last long if they couldn't survive a fight or two), but generally not the best in the warband. Inquisitors are largely investigators (especially in this game), so they usually get to where they are more because of a keen mind than prowess as a warrior. Given they have to have a broad skill set, it's quite understandable how agents in their employ might better specialise in certain areas - to quote the old adage "Jack of all trades, master of none".
Don't merge the strength values of bionic arms like they do in the rulebook. It's a problem if the GM needs to know a character's Knockback or how far he can jump. It's a mite messy, but I tend to use values like 70/95 (60/35)
- respectively, the character's base strength, total strength, and then the individual strength of each arm (which is sometimes needed).*There hasn't ever been a second edition of the game, so we do our best with a consensus on what things work well.
I'd be a little surprised if a Magos really did have only average bionics. Take a look at Dave Knowles' More machine than man
article from Dark Magenta, it'll give you more options.
He might also be a bit of a monster in game, given the massive damage of that power axe, and the fact he just won't keel over. My only regenerating character is a little tougher (but because of traits that reduce some injury effects - her toughness is also 65), but gets zero armour, much lighter weapons (stub-autos, and less powerful ones than those in the rulebook at that) and isn't actually all that much in a fight.
Cyd and Sid
While themed naming is a good thing (one set of sibling characters I have uses distinctively Welsh names to tie them together), using homophones will heavily interfere with running the game and get old fast.
Again there's some generally high stats - for example, based on the guidelines nearer the front of the book, which are generally more reasonable and conservative, Sg 50 is "educated" (not a common state in the Imperium), so Sg 67 represents some very well read people.
Their skill set is... a little uninventive, at least until the end.
One soul Two bodies as a concept is interesting (I think you do need a good angle if you have two identical characters on the table), but might be problematic in game. They'll often pass out simultaneously, which may make balancing games difficult, and it doesn't really give them any notable advantage to compensate.
I'd definitely lose the last two sentences though, and quite possibly the Frenzy too. If they're going to go nuts, that can (and should) be handled through roleplay.