Excellent! I like it all. Now I'll quote your groups summary.
The Red Ajah will try to capture you and Still you (remove your ability to channel) if they discover you are a male channeler, and Aes Sedai are everywhere, even with the Seanchan in control.
The Seanchan will kill a male channeler on sight if they are aware of one's existence. (The consider all male channelers to to servants of the Dark Lord.) The Seanchan might have a special group for this but I forget.
The military arm of the Seanchan is going to redouble its efforts to disrupt the black market that is preventing supplies from reaching armies in the field, and is perfectly happy to hang criminals who are caught with illegal goods. Of course, the Seanchan is too large a faction for the left hand to always knows what the right hand is doing.
Rival black market profiteers may choose to eliminate you if they can't do business with you.
And at long last, it's GM-style prep time! Considering (i) it'd be silly for all
these potential threats to dump on my guy at once, and (ii) you have other player-characters to think about too, then the thing is to choose one and only one that you'd like to pose the biggest problem and/or opportunity for my character as a major feature of play, going right into it.
If I can suggest a thing or two about that, I'd say that rivals aren't this guy's problem because he's good business and has been doing this for a long time. And unless you really really feel differently, "These guys found you! They want to kill you!" is kind of boring and just puts us into a chase-and-fight scene, no real conflict, so maybe the Seanchan aren't really the thing of the moment either.
Once you've chosen the group, then consider some interesting NPC or two who might be the one most concerned. You could make up someone totally by-the-book if you want ("Male channeler? Still him now!"), but also, remember that not every person in these groups is true-blue and stereotyped. The hard part is not
to think in terms of play and story - don't imagine scenes, dialogue, outcomes, anything about play at all - instead, just consider the most vivid person in the group you've chosen that you can make up and would very much like to play. (I wonder if you did the thing where you imagined someone who threatens one of my character's friends, and then my character would be forced to ... and then ... yeah, that's
what I'm saying not to do.)
You mentioned your concern about GMing multiple player-characters who "have nothing to do with one another," and it's hard to address that without other characters in the mix. So! Perhaps one of the good people reading this so far would be so kind as to make up a character too, to the exact depth and descriptive detail that I used for mine. (No 800 word backstories, please.)
Ooh! Editing this in - let's not forget this guy either:
an underpaid Seanchan official whom he regularly bribes and also gets a little information about Seanchan activities