Cool, not taking any 'ware will open you up a lot more for the Mystic Adept option.
I've never really built a Mystic Adept that I was super happy with (though I think I've only tried once >.<), assuming you aren't going for Unarmed and if you limit your expectations for his spell-casting and summoning (like keeping it to Buffs/Healing and Illusions, and Watchers and "distraction" Summons, or something) - at least at the outset - I think you can probably have a pretty decent primary combatant (which I say as opposed to street-sam, which I usually associate 'ware with) right out of the gate.
Just spit-ballin' here, but you'll probably want to go with Ork for Race, maybe even Troll... You'll want your Drain stat to be INT - so it will pair well with a good Initiative (this is the only reason you might not go Troll, they have a low INT, though I'd still probably recommend Troll). You'll definitely want a Weapon Focus. You'll use spells to buff your armor, and combat stats and/or combat skills, heals and illusions. Powers would be Improved Reflexes 1 (maybe 2, see what else you can do with the PP), Combat Sense, maybe Counterstrike, and/or Improved Ability (Combat) and eventually Improved Abilities - IF (and only if) you can use Warrior's Way and an Adept Geasa. If you aren't allowed these two optional rules, you seriously might just consider going full Magician, and using Spells for your Initiative buffs too.
So yea, in summary, for a melee combat caster you're going to want a good BOD, STR, AGI, REA, INT and WIL (and of course MAG, but don't hard-max any of these)

Use Spells for combat buffs and other effects, Powers for Initiative (more reliable than casting with no Drain) and a Weapon Focus. That's probably the main points, see where it gets you. Oh and almost forgot: Martial Arts, as appropriate to your weapon of choice.