The trick to all this is the same one for making any sort of 'sub-par' - and I use those quote marks deliberately - character:
Talk To The GM.
If you're in a campaign that is a high-octane ammo-fuelled explosion of violence, where in one run you use more ammunition than the USMC
and SEAL 6 combined do in an entire year, where when you get down to it you're defeating your opponents through the
sheer fucking coolness of your Pink Mohawk - then yeah, a kung fu fighter is probably not the best character choice. If, on the other hand, you're going to be in a quiet, restrained, 'we're going to go into the office building at the start of daytime shift, look like we belong there for two hours, and once BitBoy infiltrates the network hub we'll take out the CFO's guards and escort him to his car for the exfiltration' sort of campaign, then a guy who can wear nothing but a well-fitted business suit into an elevator filled with SMG-toting guards and be the only conscious one to emerge a minute later, adjusting his cuffs, then that's the campaign to play The Puncherator in.
Are certain implants highly efficient, compared to magic? Sure. And to be honest, IMO you should if you can take advantage of that. If your character's profile is one where that's a bad thing, though, then go with your character concept. It is, again IMO, the job of your GM to pit you against balanced opposition, and to give your character a chance to shine.
EDIT: Man, I'm just screwing my tags up all over the place today ...