So, here's just a quick list of a few advanced maneuvers I think could add some awesome style to certain games. Especially those who want to deal with more modern, tactical requirements.
Bayonet Shot
Prerequisite(s): Finishing Move
The Martial Artist may, after connecting with an attack using a mounted bayonet, expend a bullet to add -3 AP or +1 DV to his attack. On weapons with BF and/or FA options, the Martial Artist may choose to instead fire 3, 6, or 10 rounds, as appropriate for the weapon's available burst selections. When doing so, they may add -3 AP or +1 DV for each bullet fired, divided as they choose. All additional DV created by this Maneuver counts as a Narrow Burst modifier for Armor calculations. Bayonet Shot is an Interrupt Action but, for all firing options except the Full Burst, the character may still take a free action and a single Simple Action on their next Action Phase.
Bullet Shield
Prerequisite(s): Two-Weapon Fighting; Off-Hand Training (Shields).
Through extensive training in the use of shields in active defense, the Martial Artist has gained increased ability to intercept and deflect incoming projectiles. When on Full Defense with a Shield, the Martial Artist may parry ranged attacks as they would a melee attack. The Off-Hand Training requirement is not waived for Ambidextrous characters.
Mixed Combat
Prerequisite(s): Two-Weapon Fighting
The Martial Artist has advanced his studies in dual-weapon combat to the point where he is capable of seamlessly blending close-range defensive actions with ranged shooting. The benefits of Two-Weapon Fighting apply when making Ranged Combat attacks with weapons using the Pistols Skill, as well as Machine Pistols, in addition to melee weapons.
(Alternate: If you interpret TWF as applying to firing guns already, then have Mixed Combat give them the ability to use any other Martial Arts maneuver with firearms as well.)
Takedown
Prerequisite(s): Ground Fighting, Sweep, Throw
The Martial Artist has mastered the art of manipulating his opponent's actions and body to the point where he can perform fast, hard takedowns with almost no notice. He may now inflict damage as per Throw (without the actual lateral movement) when entering Subdual Combat, and may initiate Subdual Combat (w/ Takedown bonus) instead of Throw whenever Throw would be triggered. Both the Martial Artist and the target are considered prone if the maneuver is successful.
EDIT: Fixed some things I'd missed while toying with the prerequisites, and tweaked the "alternate" benefit for Mixed Combat to better match its name.
EDIT 2: Added some suggestions.
EDIT 3: Re-tweaked Bayonet Shot to make it a little more flexible, since the adage is "+1 DV = -3 AP" and it seems like the attack could go both ways on applying to AP or DV.