A Mage Hand spell can't be effectively modeled as a Rote, because the mechanical effects will change drastically from one casting to the next. Of course, you can work something out with your GM and/or fellow players.
Depending on exactly how you use that Mage Hand spell, it's incredibly versatile. Flicking a light switch will place an aspect on the entire scene (Darkness or Well-Lit). Moving a lever on a crane can be almost anything, as long as you don't accidentally Hex the machine (Block an opponent from leaving, create the aspect Cranes Make Great Cover, or have the crane run somebody over for an Attack). Picking up a book from across the room means that you don't have to walk into the sights of the mob hit-man who's hiding behind the couch, which doesn't have a mechanical effect but powerfully changes how the scene will play out.
The trouble, of course, is how to model it in the Dresden Files mechanics. All of those different uses above can have completely different required shifts of power and mechanical effects, and a single Rote can never cover all of them.
If you choose to limit the telekinetic power, and agree to not use it to create scene aspects or start up heavy machinery, then it falls under a Mundane Effect.
If you want to be able to grab important items, start cars, and lock doors, then it's a Maneuver that costs 3 shifts of power: that's the catch-all action when you can't think of anything more specific. Considering the extreme flexibility of the effect (it can affect an area, be sticky, affect multiple people, or do something utterly trivial depending on whether you're opening storage tanks or just grabbing your keys on the way out the door), you should discuss this with your GM (and possibly the rest of the table) before making this a Rote; the power level and action type is going to vary widely depending on effect, and Rotes are supposed to have the same effect every time you use them.