Be extremely careful about any skilled grapplers and sword fighters out there. They have a threshold of 1 (your current strength) to strip you off your weapon or get you wrapped up in a rear naked choke and break your neck.
Grappling an opponent:
Close Combat + Agility, net hits are added to follow up test, Attackers Strength attribute + net hits vs your Strength attribute, success means your character is restrained and gets -4 dice pool on Defence tests (Magic abilities can be used while being grappled). ALL subsequent attacker are getting an edge against you!
Damaging a restrained opponent is:
Attacker rolls Close Combat + Strength vs your character's Strength + Reaction. Your character also suffers -4 dice pool for being restrained. Attacker does Str/2 ' + net hits in Damage. Even if you have max + 4 bonus on Reaction, you still end up with a 2d6 to defend. Ouch! There is this pure evil tone in my voice as I will force you to re-roll your soak roll 
Here I would like to ask Dev team for clarification, as Break free action does not have specified against what the restrained character rolls, but I assume it's Restrained character's Close Combat + Strength (using Unarmed Attack rating) vs Opponent's Close Combat + Strength (and of course their Defence rating). So a 7 die chance to get out of the choke. Grim.
Wrest action (2 edge): After successful Block action, Defender rolls Close Combat + Agility vs Attacker's (your character's) Strength attribute as a threshold. If the Defender equals the threshold, the weapon falls to the ground, if the Defender gets more hits, he takes the weapon from the attacker (your character). "Hey that is a fancy sword, I think I will take that from you."
Without a weapon, and magical augmentation, you will deal 1S base damage and you'll have Unarmed attack rating of 2.
Sure, you can increase your own Strength, but if that is the only way to fix the situation, Murphy's law dictates that that option will be denied. Also, if you are sustaining Increase reaction AND Increase strength, you have one free sustain on your teammate. That kinda defeats the 36 karma investment of Focused Concentration in my eyes and since you are a spell caster, geek the mage first applies to you too.
I mean no offence brother. I really like the concept of Mystic Social Adept. It has some good synergies, but going into close combat without strength is almost a suicide.
Yeah, the Points in AGI and Close Combat are merely to have anything to Defend if engaged in close combat not really attacking or putting out damage.
Break Free Action to me looks like it is no opposed test which would mean you only have to score 1 net hit out of 7 dice.
If it is an opposed test I would argue that you roll [Close Combat + STR] vs. [STR], since this is the roll required to grapple one in the first place. This is a tough task by itself!
But adding the attackers Close Combat & (!) DR... nowhere in the grappling Rules DR is mentioned so why would it now?
edit: after giving some thought it could aso be [Close Combat + STR] (grappler STR) so 7 dice against a threshhold of 6+ ... wait. this is quite OP
edit to adress other posts:
Best reaction on a skilled grappler engaging would be to talk him out of it .. or run if no other option.
Sadly this character won't be able to get spirits to help him, because he can only use on class of magic as a mystic adept (spells in this case) but he could totally use these spells. Realised this was the Aspected Magicians section.
Does the skilled grappler also have a super low attribute? Decrease Attribute - BOOM - sleeping on the floor.
As an Example:
Sioux Wildcat Combat Specialist, Professional Rating 10, Logic = 4
The caster rolls a Sorcery (7) + Magic (6) vs. Willpower (5) + Logic (4) > 13 vs 9
Well in avereage you gain 1 net hit.. so probably should use something else for these enemies...
edit after rereading the following section:
Sure, you can increase your own Strength, but if that is the only way to fix the situation, Murphy's law dictates that that option will be denied. Also, if you are sustaining Increase reaction AND Increase strength, you have one free sustain on your teammate. That kinda defeats the 36 karma investment of Focused Concentration in my eyes and since you are a spell caster, geek the mage first applies to you too.
I put together this table to see what each (!) Increase Attribute (+4) gains any character at an invest of 12 Karma.
Base | - | - | - | - | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
Raise Target | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
cost of "Raise Target" Raise in Karma | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 55 | 60 |
Sum of Karma for 4 Level Raise | 5 | 15 | 30 | 50 | 70 | 90 | 110 | 130 | 150 | 170 | 190 | 210 |
If a character has an Attribute of 1 she "gains" 70 karma, as long as the spell is sustained.
If a character has an Attribute of 6 she "gains" 170 karma, as long as the spell is sustained.
If a character has 2 Attributes of 5 and 1 Attribute of 6, investing/sustaining 3 Increased Attribute spells on these gains the character a maximum of 470 karma, given that he does not have any other augmentations on these Attributes.
The 3*12 karma is a great invest looking at these numbers.
The only case in which it would be a worse exchange is only getting one net hit (which is almost impossible at 6 essence, because you get 1 auto hit) WHILE raising Base Attribute of 1.