Rapid Draw is .5 PP, vs Perfect Time 5 Karma. And the list of useful free actions is pretty long, vs. Rapid Draws specific uses. Adept Powers, Auto-injectors, turning on/off wireless, dropping prone, lots of things to be doing with multiple Free Actions per turn. Or extending a Mono-whip....
. And Perfect Time continues to be useful after your weapon is out and you're stuck in.
You aren't reading my post.
What matters is not that you get an extra free action; you get that with the quality no matter what, and you can take the quality WITH Rapid Draw. What matters is that
rapid draw lets you attack as a free action. Without it, you can only attack as a complex - which removes your ability to use simple actions.
Consider Round 1 as an adept.
You want to Run (I forgot to mention this in the guide, but never forget your ABC's: Always Be Charging). You want to draw your weapon. You want to attack. You want to use Agility Boost. You potentially want to use Adept Centering. Without anything else, that's a free, a complex, and three simples. The adept takes Perfect Time and Gear Access; now they can run and use both boosts...but they can't attack. A second adept takes Perfect TIme and Quick Draw. They now have two free's, two simples...and that complex is now a free action, allowing them to do all of it.
The ol' "critical glitch and you cut yourself" is a nasty draw back too for monowhips.
And before you say "yes but you can use Edge to re-roll" as a defense, I watched a character litterally kill themselves with a whip in a single game session. They rolled a critical glitch 4 times!!! (And had only 3 edge).
The randomness of dice just LOVE to fuck over you statistics counters.
Statistic improbability is statistic improbability. You remember the one time the dice glitched him hard with the monowhip (which I will note Edge can cancel out). You do not remember that it was the one time.
I discount the monowhip hitting yourself thing for the same reason I discount the sapphire knife shattering; if you're using that weapon, chances are you have specialized in it, and if you've specialized in it, you're looking at 14 dice minimum, at which point your chance to critically glitch is less then 1% - and remember, you need to CRITICALLY glitch to hit yourself.
No mention of martial arts? Also worth mentioning the diamond/ceramic blades as totally undetectable by scanners
Martial arts for the most part are not worth mentioning, sadly. There are a few good ones, but most have a far too high cost. I do mention the diamond/ceramic blades; check the section on knives.
Something to add to those options:
Adepts don't need (necessarily) strength: Nervestrike (B&B) disables a target with one or two strikes pretty reliably.
2 pairs of Striking Calluses increase your unarmed damage by 2 - and it stacks. Add Bone Density 4 and you have a completely legal +5 to damage.
Also, Hard Targets has introduced Plaststeel Toe Boots - legal knucks for your feet.
Light Body + Pouncing Dragon is another easy +2 to damage. Combine that with Jiao Di on a charge for another +1 (and while you are at it, combine it with a Flying Kick) and you have a +4 to damage
I mention Nervestrike and it's problems previously.
What you've mostly proven is that an adept can totally get great unarmed damage - so long as they buy 'ware, and thus stop being an adept and become a hybrid

. Yes, there are a LOT of ways to stack unarmed damage with bioware (though I dare say any GM is going to veto combining the boots and the calluses, given that the boots cover up the calluses!). I will admit I did overlook Jiao Di and would add it in if I and when I go back and do a full edit of stuff. I'm not sure Light Body works with Pouncing Dragon though; it specifies you have to be
standing above in some way, not just momentarily jumped.