A couple of points that I'd like to address/suggest in regards to the New Powers:
Natural Survivor(s): At least in my opinion, the skill-set chosen (Wilderness/Urban) should be determined by the totem followed by the character; it makes as little sense for Mountain to be good at Shadowing, Survival (in an urban environment), and Street Knowledge, for example. Alas, the 'maximum modified rating' caveat should be pointed out here as well; I might also suggest a hard cap of 3 levels; those totems that are urban/wilderness flexible should be required to either decide to be very good in one place, or maybe just good in both.
Well, yes. That's very much the intent -- that someone would choose the appropriate skill set for the character and Totem in question. That's kind of why it starts with the sentence that mentions some folks get it from a canny urban Mentor, others from a link to the elements due to a wilderness Totem.
I didn't have the space or inclination to list
every single Mentor (and any new Mentors that might be introduced in the future, by other writers) and which skill set is likely to apply, though, so I just left it open to individual character and GM interpretation.
That said, yes it should have the same "(max 3 levels)" as Kinesics, and now Unseen Hands and Prodigious Physicality. Googleratta doc updated.
Swift and Terrible: Fun thing. However, it costs 0.5 points per level ... but it would appear that the levels do not do anything. This is a set-piece power (defeat foe, +1 Initiative!!) in which levels do not apply -- unless, for the truly Swift and Terrible, their Initiative goes up by +1 per level per enemy defeated in armed/unarmed combat. Suddenly you're talking Very Swift and Very Terrible ...
The latter interpretation is correct. For every enemy you kick/punch/stab/whatever, your Initiative goes up by one in the next round, to a limit of your ranks in Swift and Terrible. Every time you count coup and hit a mo'fo, you build momentum.
I'm genuinely not sure how that part is unclear. The line of text explains that the power applies for everyone beaten in close combat (and the Googleratta specifies what "beaten" means), it specifies that it's during a single combat round, it says you then apply a +1 to the adept's Initiative (per guy beaten, as per the start of the sentence), then mentions that it's limited by the levels taken in this power, and finally it says how long it lasts (for the next round's initiative roll). If someone has a better way to phrase it, by all means! I'm all ears, and will toss it into my Googleratta if there's a clearer way to write it.
As for the optimization potential of Swift and Terrible, keep in mind, first and foremost, it modifies your Initiative attribute. Not your Reaction Score (which is capped by normal metahuman racial maximum stuff). So it's a way to get past that (generally) limit of "9" on Reaction, by buffing Initiative directly, instead.
It's a specialized power for a specialized character -- "for the man who has everything." If you've
already got maxed out Reaction through conventional adept means, and you
don't feel fast enough, it's just another way to be that little bit faster.
Also, keep in mind that Warrior Adepts get the most bang for their buck in discounted powers (theirs tend to cost more than others), so they didn't necessarily need a new power that's as efficient as Prodigious Physicality or Unseen Hands. Swift and Terrible is the icing on top, not the cake itself. But if you've already got the delicious, delicious, cake, the icing can really be pretty insane. It's just another way for a focused close-combat guy to do something different, instead of just "Yawn, more dice to hit with," or "Yawn, more damage dice."