Prompted to theory craft more aspected magicians. Melee Channeling conjurers can be both super cheesey and super inefficient at the same time, but I always like the concept. I haven't bought Forbidden Arcana, so maybe there could be things to make them better (masteries?), but just looking at qualities, doesn't seem like the basic design is all that different.
Premise:
Be able to summon F8 spirits (at least Magic 4 with summoning dice that give a good chance net hits vs a dicepool of

.
You want a high natural physical attributes up to 7, so that they can take advantage of a +4 bonus from possession. So non-humans have a leg up here in that they all have at least one physical attribute they can get to 7 naturally at chargen (elves have agility, Orks/Trolls/Dwarves have Str/Body).
Use a weapon focus
Probably use a weapon that relies on physical limit for accuracy, as channeling for +4 bonuses to physical stats will up that limit +6-7, allowing you to take advantage of all of your extra dice.
Have some edge to deal with potential drain issues.
Initiate into Channeling ASAP
Aspected Conjurers may be ideal for such a premise, as they lend themselves to play with non-human metas and full magicians/mystic adepts have other tools that aren't channeling at their disposal and tend not to have the builds to support melee combat.
So knowing that, below is a concept that is demonstrative of dicepools... but the strains of the mentor spirit may make the character difficult. The template works fine if you change out the mentor spirit quality for another mentor, other qualities, switch spirit of choice, and switch weapons to unarmed. Thunderbird with Air spirits, Green Man with Plant Spirits, etc. come to mind...
Priority:
B Elf
A Attributes
D Conjurer
E Skills
C Resources
Karma spent: 20 PQs, 26 on Foci bonding, 4 on skills. Needs -25 of NQs (and knowledge skills) .
Nuyen Left: Only bought weapon, one armor, and foci. Character has 68k leftover for solid starter gear (nice car, nice lifestyle, nice commlink, nice ID, etc.).
== Attributes ==
BOD: 3
AGI: 7
REA: 5
STR: 5
CHA: 3
INT: 5
LOG: 2
WIL: 5
EDG: 5
MAG: 4
== Derived Attributes ==
Essence: 6
Initiative: 10 +1d6
F8 Earth Spirit Initiative: 15 + 2d6
Physical Damage Track: 10
Stun Damage Track: 11
== Limits ==
Physical: 6
Mental: 5
Social: 6
Vashon Island: Sleeping Tiger [+1] (Must be visible)
Astral: 6
== Active Skills ==
Assensing: 1
Blades: 6 (Axes)
Con: 1
Perception: 1 (Visual)
Sneaking: 1 (Urban)
Summoning: 6 (Spirits of Earth)
== Knowledge Skills ==
== Contacts ==
; Fixer (4, 3)
; Talislegger (1, 1)
== Qualities ==
Agile Defender
Aspected Magician
Jack of All Trades Master of None
Low-Light Vision
Mentor Spirit (Stag) [+2 blades, +2 earth spirits]
Restricted Gear
== Tradition ==
Chaos Magic, Resist Drain with: WIL + INT (10)
== Armor ==
Vashon Island: Sleeping Tiger 13
+ Custom Fit
+ Newest Model
+ Ruthenium Polymer Coating
+ Holster
== Weapons ==
Unarmed Attack
Pool: 6 Accuracy: 6 DV: 5S AP: - RC: 3
Urban Tribe Tomahawk
+ Concealed Quick-Draw Holster
Pool: 6 Accuracy: 7 DV: 7P AP: -1 RC: 3
== Gear ==
Summoning Focus (Bonded Foci) Rating 4
Urban Tribe Tomahawk
Weapon Focus (Bonded Foci) (Urban Tribe Tomahawk) Rating 6
Notes:
So this build exploits the urban tribe tomahawk as a melee blades weapon that still uses physical limit as its accuracy. I don't think this is intended, but it is RAW. This makes the weapon itself unrestricted, concealable, and when channeling, use with Dicepool of 27 and a limit of 12. There are other bladed weapons that can get to limit of 8, but when throwing 27 dice, I wanted the option to keep bigger rolls. Going unarmed with an unarmed focus works too.
I prefer Magic for this character to be 4 with Edge 5, as Magic is primarily used for summoning dice and spirit Force limit and the 2 extra doesn't affect it much and channeling perks peak at F8 spirits, whereas having more edge to deal with bad drain or skill deficits I think is more useful. However, character took a R6 weapon focus, so using it will trigger focus addiction issues. If you don't want to deal with them, you can go Magic 6/Edge 3, or cap that chargen weapon focus to R3 (and save some money/karma).
Character throws 18 dice for summoning earth spirits. It is probably excessive, allowing some summoning to be siphoned to other skills (including binding) and even getting buying a binding focus can let the character have binding (likely most powerful ability of an aspected conjurer).
Main Math:
Weapon: Agility 7 + Spirit 4 + Blades 6 + Axe Spec + Stag mentor 2 + focus 6 = 27 tomahawk dice at physical DV 11 w/ -1 AP and an accuracy of 12
Summoning: Magic 4 + Summoning 6 + Earth 2 + Stag mentor 2 + summoning focus 4 = 18 summoning dice (against up to 8 for an F8 spirit).
Channeling Initiative: (F8 x 2 - 1) + 2d6 = 15 +2d6
Channeling Defense: Reaction 9 + Intuition 5 = 14, with Agile Defender 9 = 23
In all, character is pretty combat-meathead and spirit support until they channel, and just become more of that when they begin channeling. Useful for a combat-heavy campaign where outright killing is ok, or if nothing else, an NPC concept.
PS: Can we no longer put things in spoilers?