A "specialist" of almost any sort won't have that many 3's in his statline -- it's an ugly truth, but generalist stats just don't tend to pay off too well in Shadowrun. The 200 bp cap on core attributes really cripples characters in some games, because depending on your GM's chosen power/threat level, the "3" in a mental attribute will never be enough to help you, and the "3" you put in that physical attribute will get you killed when you pick a fight. Your best bet in most games is to actually focus on something, and stack your points there to an extent, in order to make sure you're good at it. Specialists beat generalists in Shadowrun, like it or not.
Another item of note is your Close Combat Skill Group. It's, well, it's an awful lot of points, and only your Unarmed is going to benefit any from your Killing Hands and Critical Strike adept powers, right? So the cold hard math of it is that you're likely better off ditching the group and buying up just Unarmed. The saved points will let your round out your character's skill list a little bit. Athletics and Stealth are two skill groups that are a little more worth it (because the various skills in the group do different things in different ways), but your heavy, heavy, investments in skill groups are hurting you elsewhere.
How does your guy get by in day-to-day life, for instance, without any social skills? No etiquette to get along with folks at the dojo, no negotiation to make sure a Johnson gives you decent pay, no Intimidate for cool kung-fu guy staredowns, and very little ability to resist it when any of those skills get used on you.
Assensing is also a skill only used by those who can view the astral plane. Right now, your adept can't (it's a seperate power that you'll need to invest in if you want to be able to read auras). Perception is a very handy skill, but (as I alluded to above) you're going to need more than just your sneaking and fighting skills, to make it as a Shadowrunner. Hand to hand combat, coupled with stealth and athletics, is nasty...but everyone should be able to do something with a gun in their hands. Pick a firearm skill and put a couple points into it, you'll be rewarded in the long run by having a little bit of versatility.
As far as molding your character some to come up with a more refined concept, your Tracking skill jumped out at me. Maybe steering him towards a bounty hunter type build would give you some direction and let you focus him somewhat?