While your character might be completely awesome in some campaigns (all depending on the power level and image the GM has in mind), when I think about the Gunslinger from The Dark Tower, etc, I imagine an Adept. Period. Now, in my defense, I imagine an adept for an awful lot of character concepts...but the Gunslinger in particular has a mystical/magical/honed-to-perfect sort of feeling to him, with a six-gun in his hand, the link of the Ka-Tet, and all that assorted awesomeness.
That, combined with the fact that your character as written is a little sub-par in your average game, combined with the fact that magic or chrome is needed by most characters to give them their edge, combined with the fact Shadowrun is (unfortunately) often a game of specialists rather than generalists, combined with a super cool character concept that lends itself well to specialization...I'd make a few changes.
Now, first things first, I'll admit I haven't finished the Gunslinger series. So maybe he whips out a sword and cuts dudes up later on, and I just didn't get that far, but I'm gonna go by what I've read. So the first step would be to pare down your concept a little bit. "Gunslinger." Done, right? So let's take that, and focus there -- at least as a starting character! -- to give you a few more dice to sling in the situations you really need to be able to sling 'em.
Biggest thing, kill the skill groups. Close Combat Skill Group is, sadly, something of a trap built into character creation. Firearms Skill Group isn't much better, because (for this guy) you've got a solid "six-gun" sort of character concept, right? So both those groups are gone, and BAM, you're sitting pretty on 80 points. Change Dodge to Gymnastics, flat out (you'll use Gymnastics to dodge ranged attacks and be able to jump around like a reasonably fit human being, and you'll use a close combat skill for dodging in melee, so you don't need the Dodge skill itself at all). Drop a point or two of Armorer (you can specialize in Firearms later to get the dice back, very cheaply), and nix the Hypnosis (you'll be able to replicate cool mental tricks with adept powers, a little bit), and suddenly you've got about 90 points to play with. That's a lot of change.
Adept and 5 Magic is going to run you 55 of those points, but it'll be worth it. The other 35, I'd buy up just a Pistols skill and a single close combat skill. Clubs (you can use your guns in close combat with it), Blades (if you want to stick with the katana thing, for some reason), or Unarmed Combat (probably the weakest of the three, but you can bolster it significantly with adept stuff later). Just pick one. Buy that one close combat skill and Pistols up to 5 apiece, and you're okay for close to mid-range combat. Then I'd take a good long look at the social skills and pick one or two to invest the rest of the "leftover" points in.
With your Adept powers, flat out, you're going to want at least two things for your Gunslinger concept: Improved Reflexes, and Improved Ability (Pistols). Things you might want, that will fit your concept, could be Attribute Boost (Agility or Reaction) for sudden bursts of awesomeness, Combat Sense to help out in a fight, maybe Improved Sense (various) to fit your Gunslinger schtick, and if you're stuck on the hypnosis type thing, Kinesics (to help with social stuff, you can describe it to your GM as a hypnotic voice or personality or whatever). But really? Improved Reflexes and Improved Ability (Pistols). Honest. You need, need, need, extra initiative passes to be an effective combatant, it totally fits with the cool super-quick Gunslinger guy theme, and the more dice you have (Imp. Reflexes to help with initiative and dodging, Imp. Ability Pistols to help with shooty-shooty), the better.
There are small things you may or may not want to change, like what Operator mentioned about Survival, and just a general problem with "generalist" characters (the way your attribute points are allocated is, well, not that efficient depending on the level of powergaming/min-maxing/whatever that is appropriate for your GMs difficulty level)...but I think if you make these couple of changes, you'll find yourself slinging a six-gun like Roland Deschain a whole lot quicker than you will with your character as written.