Continuing off of what you mentioned, Adepts work best as specialists. They pick one or two skills and dominate with them, due to their Improved Ability power and other more specialized powers like Nimble Fingers, Penetrating Strike, etc. They also dominate at dodging attacks due to Combat Sense and their usually high REA. An adept with A in Attributes (not uncommon, since B is the highest they can put in MAG/RES) can begin the game with around 17 defense dice-- This means most non-specialists you come up against won't be able to land a hit on you, and if they do, it's not going to have many net hits.
Meanwhile, due to the comparitive ease of improving attributes via augmentations, a cyber character is a better specialist. They can have a skill group at 6 and just have very high base AGI, allowing them a wide-range of options. I most often see this with melee, so a character can rifle-butt, use a backup knife, and isn't helpless unarmed. While they can still have respectable dodge, they are most easily able to tank hits. First by having very high Armor, through a combination of Dermal Plating/Orthoskin, and Bone Lacing/Bone Density. Then, after play starts (or before, with the Restricted Gear quality) they can get the Pain Editor, which is a MASSIVE improvement, nearly tripling the damage they can soak. This can turn someone into an absolute combat monster.
Now let's talk utility.
An adept can have a very high dice pool. For example, I made an Ork Samurai who had 22 Dice with his weapon-focus Katana. What this mean is not only are they more accurate, they do more damage, and can use called shots all the time. You usually don't need 22 dice to hit; and in fact, with weapons with lower Accuracy, it may be too much. But called shots can help immensely and offer you a lot of versatility. You can always simply go for Vitals, (getting -4 for +2 DV) or you can do fancy things like Called Shot: Neck. You loose 8 dice, but 14 is still more than enough, and the result can and will be devastating to your target.
Adepts also have access to the mystical side of things. Having an adept who can hurt spirits is huge; spirits rely on two things to be difficult to fight-- Immunity to Normal Weapons, and very high Dodge pools (for higher Force spirits). My aforementioned Ork counters both of those things with a magic sword and 22 dice to hit. Perception-wise, Astral Perception can be useful in many ways, though I won't go into it here.
On the cyber side of things, there's the simple truth that Metal Trumps Flesh. While this means they can take a beating, as I already said, it also means their technology allows you to interface with the matrix in many ways an Adept cannot. A good skillwire system and a skillsoft network adds even more to the flexibility of a character, and use of sensor technology and implanted smartlinks can make you very aware of the status of any battlefield you're a part of.