Any preferences on weapons?
Spells can be used in combat just fine without having to specialize in another skill; though guns are pretty cheap after the skill investment and obviously don't cause Drain.
Here's what I have so far:
-STATS
I kept your stats middling to low, outside of Spellcasting and summoning, to be frugal with Karma. (also you're not much good if you go down from Drain after all)
BOD: 3(4) AGI: 4(5) REA: 4(7) STR: 2(4)
CHA: 6 INT: 3 LOG: 2(3) WILL: 6
MAGIC: 5 (Power Points: 5)
12 Drain Resist (base) is a must if you're a primary summoner IMO.
-CORE SKILLS: (NOTE: Skills only, Stats and outside bonuses to Diepools NOT included here)
Summoning 5, Spellcasting 5, First Aid 3* [Resuscitation Specialization]
This is the biggest headache of them all. Keeping the Awakened abilities at rating 5 saves a spot of Karma for other things and will be your backbone.
In all likelihood, this is probably where most of your remaining Karma will go. Specializations have a flat 7 Karma cost for +2 Pool, so they can go a long way as long as you pick them carefully.
I personally like Resuscitation here, because it's the one First Aid check you're most likely to use when a run REALLY starts going bad, and Medkits add their rating to your pool directly when Wireless is enabled.
Technically, you can cheap out here and just rely on high grade Medkits running at x2 Rating with Wireless:ON, but this is a COMBAT MEDIC character so it only makes sense to actually know First Aid.
If you also want the Medicine skill consider the specialization 'Magical Care'. Biotech as a skill group is just too pricey starting out IMO.
-GEAR: (Using availability 12 as limit)
\-Force 3 Power Foci: Bonded (Oh man do you need it)
\-Medkit Rating 6 (If your GM doesn't care about bulk or concealment, then go Rating 6, if they do, Rating 3 is easily concealed.Just remember to have the Medkit run Wireless OFF until you need the bonus.)
\--5 units of Medkit Supplies
\-Armor: Standard Armor Jacket + Helmet (NOTE: I increased the cost by 10% to be flexible as per Drake Armor/Clothing rules, so the total for this basic combination is 1210 Nuyen, not 1100)
\-Fake SIN 4, Mage License 4, Adept License 4 (this last one is questionable, as all the powers taken are Passive)
-SPELLS: Heal, Detox, Manabolt, Armor, Astral Armor
(Manabolt and Astral Armor are so you can defend yourself in Astral space if nothing else; being dual-natured sucks :\)
No Limited Spells, as with a total pool of 13 (unless you take a specialization) you're unlikely to get the hits needed to make it worthwhile.
-ADEPT: Improved Reflexes 3, Astral Perception, Combat Sense I
Pretty standard MysAd 5 kit.
High initiative is key to surviving and (later) thriving in combat.
Combat Sense gives you a spot of extra Defense and a small (very small with your stats) chance of getting to act when surprised. It's something to build on through Qi Sculpting, a Qi Focus, or just regular investment through Initiation. It's a great power for any character IMO.
Finally, Astral Perception because as a Mystic Adept you don't get this for free, AND you're Dual-Natured.
So you definitely want to be able to see into Astral Space for all that nasty stuff that might harass you (slamming face first into a spirit or ward you couldn't see is no fun either...have I mentioned being dual-natured sucks?)
-QUALITIES (?)
DRAKE (Eastern Dragon), Mystic Adept (duh)
DEBT 7: I'm currently using Debt 7 to bootstrap some cash, although this could be changed with other qualities to provide money, this is the most efficient short-term method, and as a MysticAdept you will need Karma far more than Nuyen.
FOCUSED CONCENTRATION 6: Focused Concentration is a very powerful quality and cheapest during character creation. It's much more frugal and flexible than any Sustaining Focus of equivalent Force.
That said, I currently only have two spells proposed that are Sustained: Armor and Astral Armor. So, taking FC6 is a question of Long Term investment. 24 Karma now, 48 Karma later, or never. (or some lesser form of it)
GOING FORWARD: Currently sitting at 68 Karma and 12990 Nuyen remaining
NEED: Lifestyle, Comlink, possible work gear. Shamanic Lodge Materials. Penny pinch the HELL out of this on your remaining equipment to scrape Karma up.
MISSING: Knowledge Skills, Contacts
I don't know what rules your GM is using for Knowledge Skills and Contacts, so I assume Standard Karma Gen. Pick up a Fixer contact or second language as necessary, but don't invest too heavily here for now unless you GM demands it; Karma is at a premium.
Skills is your big limitation currently, but with careful spell selection and Spirit usage you can make up a lot of that difference.
Consider reading up on Talismongering and gathering Reagents; they let you safely boost your spells and more importantly, call Bound Spirits.
Consider Initiation (if your GM permits it at character creation) just to get the Masking metamagic going.
I've played a couple Drakes now and being outed as one through some random chucklehead mage Assensing you is a "great" way to further complicate your life. At least you can make it tougher on them to try.
My best shot as of now.