Depending on how much magic you run into, since you have hapsum, maybe look at getting Harmonious Defense for some counter spelling for an initiation (which will bolster the team since there is no magic defense in your party).
Ditch Counterstrike power and pick up counterstrike from Hapsum. The adept power has severe limitations (no other action after using other then attacking, so no full defense, run for your life (grenade/AoE spell, drop prone for suppressing fire, moving, until you attack on your turn or you lose it...), and you have to use the block interrupt first (another drain on initiative, so -10 total to perform total). Where as counterstrike martial arts again uses unarmed combat skill (so again get to add increase skill, plus maybe combat sense depending how your gm rules - technically it says it is your defense test, so if you also happened to full defense earlier, add that too...) and costs -7, but get immediate damage out of your turn sequence...
Ditch Adept spell, very costly plus you have to learn spellcasting, another drain on skill points and and not really worth it IMO for armor spell, deflection or combat sense I think would be better if you want to keep it. (remember you have glowing sphere around you when it is active, so screams geek the mage and not good for stealth, plus dodging the attack is better then trying to soak it in the first place)
If you not playing strictly by SRM rules, then barehanded adept. Pick up Detox (great if your a juicer), and Heal. Use reagents to cast heal at force 1 (instant heal), and since it uses unarmed combat skill + magic for the cast, you can do quirky things with high skill + max improved skill (since it states it increases SKILL, not pool). So with say skill 7, 4 ranks in improved skill unarmed, 6 magic, you are slinging 17 dice for the spell casting roll that only gets better as you increase magic/skill/improved skill and drain is minimal (cause force 1 spell with double drain (reagents to bypass limit force limit) is still the min 2 drain to resist with body + will). Another optional spell is spatial recognition, seeing the surrounding layout is awesome. Awaken is also super useful.
**Edit I see you have Barehanded** but see spell suggestions (Gecko crawl is good, but you can also just use gecko tape gloves...), boosting magic to 7 will also net another barhanded spell, plus boost Mystic aptitude stat swap
Otherwise as above, drop increase attribute for muscle toner, maybe grab muscle augment (or scrap cyber and maybe look at
Mystic Aptitude from Better Than Bad.. or combo it with muscle toner and use it to boost str/react/body as needed)
Maybe for mentor Spirit instead take (Shark if you wanna go unarmed/free killing hands and +2 dice combat skill) or (Raven if you wanna go a little stealthy/Con way +2 Con, and free Traceless walk and 1 level voice control)
Then look at an adept
way, maybe athlete or invisible to help dovetail into B&E (which will help reduce costs for certain adept powers, freeing up some power points)