In previous editions it was basically super reach to the point the Physical adepts even had a power that mimicked it. Its standard defense tests for what ever they are doing with the magic fingers. Just remember the stats are set by the force of the spell and its 6 - force to notice the spell. Generally any magic fingers cast at combat viable force are pretty noticeable. Its also not very subject to low force shenanigans, you could use reagents to up the limit when you cast the spell so you have decent strength and agility to work with but then your still stuck with a limit of Force for whatever action your trying to do with it so having an agility and strength of 10 is pretty cool but mostly useless when your limit for all your tests is 2. Also remember that anything they are manipulating is not invisible so if the mage wants to TK stab some one with a sword they will still clearly see the sword.
Martial maneuvers are mostly allowable in my opinion, but it would be a case by case basis as only maneuvers that are only using your hands & arms are gonna work. Alot of martial maneuvers involve using your entire body to some extent so it would be a judgement call on the GMs part, also factor in that magic fingers has problems with fine manipulation so if a maneuver requires alot of precision it should not be allowed or heavily penalized. I would also say that it opens the door for some of the ranged penalties to start showing up, if your using magic fingers to shadow box some guard from 20 meters away and someone has popped a smoke grenade and you vision is obscured then I think that factors in, I would also probably consider penalties for odd angels and such that might arise.
I would totally allow a mage to specialize in magic fingers applications for any skill it makes sense for. Generally speaking the close combat group, the technical group but that will probably be a wash as it will just off set the penalties for trying to type / use tools to do stuff with magic fingers.