He also forgot Penatrating Strike Power for adepts. That let's them eventually hit -4 AP for there unarmed attacks, which like killing hands, stacks with some kinds of ware, such as bone mods, striking calluses, etc.
Besides starting money, humans get more edge, which is a big deal always. And human are not treated like crap by most groups, orcs and trolls are.
Also, while straight damage maybe high with the cyber at first, long run games adepts will blow them out of the water with the dice pools, which will force accuracy to matter. Max skill of 12(13) plus maxed increase ability of 6(7) gives a dice pool of 18(20) pre attributes, specializations, or gear mods (such as weapon foci). Also, so your adept maybe addicted to his Qi and weapon foci, point? Massive boost to weak areas without needing to shrewd is soul early on? Oh, sad day.
Throwing or bows are nice, but can require lage investments (and gear for bow) to be truly practical. Throwing, less so if your using grenades. As of hard targets, adepts or mystic adepts might soon be the rulers of bow land. Biggest issue with both as primary range weapons is no way to impose defense pool penalties, unlike with automatics skill group.
One trick pony let's you steal one of the useful martial art maneuvers without focusing on one style. I like finishing strike on high initiative high edge characters. But it is a personal flavor thing.