So, my thoughts on the new Adept powers.
Demara: Both interesting and useful. Being able to grab any skill at 1 has all sorts of applications, but the time required versus the duration keeps it from getting out of hand. Seems just right price wise too.
Eidetic Sense Memory: Overpriced. Seriously, remembering stuff comes up very rarely in most games. In Shadowrun, where everyone and their mother walks about with recording equipment active? This is a niche power. Needs to be dropped down to 0.25, though I'd suggest lower if that were actually possible.
Enthralling Performance: Useful and reasonably priced. Again, sensible limits on the effect keep it from being too powerful whilst still allowing you to use it to great effect. Anyone who can't think of a use for the highly distracting adept isn't trying hard enough. I particularly like the open ended range of skills that can be used with it.
Heightened Concentration: Spelling error in the name. Could do with clarifying the duration. Useful, though the complex action required to activate it keeps Adept Centering as the preferable option and roughly in line with it's cost.
Indomitable Will: Another niche power, though at least it's priced reasonably. To be honest though, most Adepts are going to have no room to take this. I'd recommend adding some sort of minor secondary effect to this, something to either give a bit more general applicability or make it cool enough that people will want to take it anyway.
Iron Gut: See Natural Immunity in the core book? See how it gives the same bonus, for the same price but also works on other stuff as well and is thus more likely to come up? See how even then not many people will take it because it still doesn't come up much and has cheap gear that does pretty much the same thing or better? Yeah, this is a waste of word count.
Iron Lungs: Niche but cheap again. Still, even 0.25 is a substantial commitment and this is pretty minor. Perhaps boost the time you can hold your breath for and have it confer immunity to decompression sickness or something? A lot of these niche passive powers suffer from the fact that they're just too minor even at minimal cost and for 0.25 you can get more active powers that both do cooler things and are more likely to come up.
Iron Will: Why on earth is this 0.5 per level? Yes, mind control is nasty, but it's now the same price as Spell Resistance, which covers the majority of mind control and every other spell as well. Having it cover adept powers and non-spell critter powers is not worth making it so expensive. It'd be justified at 0.25.
Keratin Control: This is a very niche but flavourful ability, weighed down by taking longer than the mundane alternative unless you half kill yourself with stun damage and costing 0.5 PP. Seriously, you're growing your hair and nails out, you can get extensions quicker than this power and to do much it needs other powers and skills to back it up.
Living Focus: Pretty cool. It's expensive, and that penalty is harsh, but Adept Centering coverth a multitude of sins and it's a powerful effect. You won't see this commonly but for certain concepts or in a Ki Focus? Worth it. One thing I would like cleared up is who controls the effects of the spell? If the mage casts levitate on an adept with this power, who determines where the adept moves? And how does this affect the astral signature? Because if the Adept is fueling the spell now, should he be in control of it? Otherwise you could just buy your mage buddy another sustaining focus.
Maintain Warmth: Minor, niche, but for once they did the sensible thing and made it a static effect instead of a scaling +1. Most characters won't use this, but it's strong enough when it does come up for me to see someone taking it if it fits their character.
Memory Displacement: See above. These niche 0.25 powers are a lot better than the scaling ones, simply because they make up for the rarity of their use by actually having a substantial effect.
Piercing Senses: Or you could take Spell Resistance. At least it's better than Iron Will in that it's actually cheaper than Spell Resistance.
Power Swimming: Seriously? 1 PP? This is a pretty hefty effect, true, but how often will it actually come up? Not often enough to justify that sort of price tag. Make it 0.5 and it fits into the realm of powerful but niche. Right now it's just a waste unless you're playing a campaign that regularly cares about how fast you can swim.
Rooting: You might have gotten the idea that I dislike these ultra-niche scaling powers. This is still true. This is going to come up so infrequently that it's hard to justify spending more that 0.25-0.5 PP on it, and the benefits at that level aren't really going to make too much difference even if they come up. At least it's not just a +1 dice bonus. I will point out that it penalises Block, Dodge and Parry, but not Full Defence or your normal defence test. Apparently you can still dodge bullets perfectly well while rooted to the spot.
Supernatural Toughness: There aren't many ways to give extra damage boxes. It could stand to be a bit cheaper, maybe 0.75 or something, but it's not completely unreasonable as is. Someone is going to want to take it at least.