My current character is an adept infiltration specialist, which I've had a lot of fun playing. I'll make the following comments based more on game mechanics than color/flavor, which vary from person to person and game to game.
Focusing on the distribution of power points, Gliding and Wall Running are both stunningly expensive (1 point each) and are only useful in very specific circumstances.
Gliding allows you to run (Magic) meters over a surface that won't support the character's weight. That's 5 meters for our Magic 5 elf, but she can already make it 6 meters with a running jump without too much of a challenge. A running jump is Agility (6) + Gymnastics (3) + Natural Athlete (1) = 10 dice to make the jumping test. That will reliably produce 3 successes, which is enough to make it 6 meters. Even a standing jump will make it 3 meters with the same dice. There are very particular circumstances where Gliding would be better but none that are common enough to justify spending 20% of her power points on it.
Similarly, the math behind Wall Running doesn't really justify it. In this case it's a Strength (4) + Running (3 + 1) test with the hits being the number of meters the adept may climb. That means the adept here can run up 2 to 3 meters of wall, which is more than I can do but seems decidedly underwhelming. At 2 meters I would expect the adept to stick her arms above her head and just do a pull-up; at 3 meters I would have her put on a pair of gecko gloves and do it in about ten seconds. (7 climbing dice + 2 for gecko gloves - 4 if it's a sheer surface = rolling 5 as an Extended Test versus a threshold of 3, which is doable. Or just have her stand on someone's shoulders.) Wall Running might be nifty to gain a tactical advantage in the middle of a firefight, but in non-combat situations it's expensive and largely redundant with other skills.
Dropping those two powers frees up 2 power points. I personally wouldn't choose either of the Improved Ability powers (Hardware and Lockpick) because they cost finite power points (10% of her total) and can be largely replaced by spending 4 karma to buy specializations in those skills. Furthermore, these two skills can be readily boosted with a maglock passkey (for Hardware) and an Autopicker (for Lockpick), so the additional dice she's gaining from her adept powers is, for the most part, lost among other bonuses.
Voilà, that's 2.5 power points, which is enough to pick up Improved Reflexes at level 2. There are other places to pick up additional power points, such switching out Multi-Tasking (which, like the above powers, is very niche) or using the optional rule to pick up an extra power point at initiation (instead of Adept Centering, which I'm guessing goes unused more often than not). There are also geasa and The Way of the Adept qualities, both of which I would endorse.
Then there's the larger question of what the character intends to do with those extra initiative passes. Currently her only combat skill is Unarmed Combat, which means she has to get up close and personal with her Body 3. It can be fun to be all stealthy and flank your opponents while your teammates keep them pinned down, but she would really benefit from Pistols for those situations where punching someone in the face isn't a prudent option.
Beyond that, some of her qualities don't make sense from a dice optimization standpoint. Catlike and Natural Athlete both cost 10 BP. Those points would be better spent raising the Stealth and Athletics skill groups, respectively, which would in turn boost all of the underlying skills by 1 instead of the subset of skills that are affected by those qualities. If she's looking for flavor, consider taking the Mentor Spirit quality and allow her to benefit from the mentor spirit bonuses. Selecting Cat would give her the color from Catlike plus some nice dice bonuses and only costs half as much.
Hope that helps. I like my elven adept infiltration specialist and hope that your girlfriend will eventually like hers too.