I personally like bio/adepts to capitalize on his high strength. My two go to powers are critical strike and power throw. I round out with missile master, some bonus dice to unamred combat and throwing weapons if you think he will miss much, take a smidgen of bioware for boosting his agility, and strength and he oh so awesome synaptic accelerator. You drop 2 magic but gain so the equivalent of 4-5 magic from it., use karma to initiate and boos magc back to ay least 6, put as much as you can into combat sense to round him out.
I had a starting troll bio/adept who punched out a bus after some karma he punched out citymasters and through knives through walls to kill people, with the oh so awesome fun of throwing a grenade into a car with missile mastery so it just punched through the door and landed on a characters lap.
If you have the points smashing blow is a lot of fun, nothing like kicking open a secure vault door to brighten your day.
Oh and then take more combat sense, after you already took what you thought was enough.
Mystic Adepts aren't a bad choice either,2 points in the magic part can help you load up with some great buffs with sustaining focuses.a sustaining focus 4 combat sense, suntanning focus 4 deflection+lets say 6 dice from deflection and a 7 reaction gets you a crap ton of dodge dice. Hell you can avoid the augmentation with a mystic adept, sustaining focuses can cover a lot.