Thank you.
Just so you know, the method to my madness was basically thus (though I think I agree I probably went astray).
With the whole Mystic Adept thing, the nature of talisman geasa in relation to Foci was part of the draw (see below, like way at the end). Particularly with regards to Improved Reaction, Improved Reflexes as spells and Improved Relfexes as a power. I mean, based on what I've read on the forums, EVERYONE needs/wants Initiative Passes and better Reaction (for obvious reasons)... well, almost everyone.
There seem to be only four ways to get both of these: the two spells, bioware/cyberware combinations, drugs, and the adept power.
1. The spells: Costs 3 BP each (well sort of, I mean its not like you're likely NOT to take your maximum possible spells regardless of whether or not you take those two spell specifically) and 18 BP in sustaining foci (assuming two rating 3 foci). There is also the dubious advantage of being able to cast these on others (because then the question is, who are you running with that they don't have means of getting better reaction/initiative passes on their own? And if they are lacking, it is probably because they operate in a fashion that doesn't really need those boosts and you're better off using your magic elsewhere).
2. The bioware/cyberware: even with deltaware and a nutty GM willing to allow ridiculous houseruling of starting gear, this doesn't seem viable for any magic character, especially for the high-end full +3 initiative passes. Also, I see more benefit in using a single point of lost essense to pick up stuff to beef up dealing with the drain check anyway (cerebral enhancers, pain editor, daradrenaline, trauma damper, platlet factory)... in fact, UmaroVI' discussion of Summoning/Binding sold me on this - is losing 1 point of modification to your Magic skill tests worth a +3 bonus to your drain tests (cerebral enhancers and daradrenaline) and the ability to shake off drain (platlet factory). My conclusion was... absolutely.
3. The drugs: Well, if you're going to play a character that partakes in drugs, they are a nice fallback, though carrying addiction risks which aren't really THAT bad. This strikes me as more of a fallback position though. Of course, if your GM allowed you to take Mysterious Implant (Permanent Infusion - Braveheart) with one of the more useful drugs as an addiction, that might change the whole dynamic.
4. The adept power: With geasa and Way of the Magician (either Artisan or Warrior powers), Improved Reflexes uses up 2 power points (and that's full tilt, giving you the full benefit of +3 Reaction and +3 Initiative Passes - the best you can basically hope for using any method besides a crazy permissive GM and Move-By-Wire 3). So bare minimum your magic skill tests will all be -2. Plus if you're using Way of the Adept, then your +5 BP more expensive then a Magician (15 BP Magician vs. 10 Mystic Adept and 10 Way of the Magician), except that you're not spending 18 BP on two foci and you free up two spell slots for other things. So really you're 13 BP below the cost of a comparable Magician. Of course, assumingly (at least using my rationales, which may be fundamentally flawed - I am new after all) whether Magician or Mystic Adept, you've already eaten one point of essense in wares to beef your drain resistance. So if you're going mystic adept you're a full -3 to your potential Magic skill Ratings. THIS, is where things breakdown (for me at least). Way of the Magician strongly encourages you to have at least two powers from your chosen "way". This of course requires at least (and unless you're hardcapping [I think that's the term you guys use in the forum], also at most) another -1 penalty to Magic skill tests (a total of -4, but this assuming a comparable combat mage is at least -1 [possibly -2 if they took other augments])... though this can be partially shaved off, at least for Counterspelling via taking Sorcerous Parry (so in terms of counterspelling you should be only -1 of a comparable combat mage or possibly equal - for example the Burnout Combat Mage archetype listed by UmaroVI is -2 from wares and has Counterspell 4, so in that regard the the two characters are basically equipose). So with getting a Geas for Sorcerous Parry, we're at 2.75 power point and thus have .25 power points to spend, though in reality, we're have .5 power points to spend because obviously we're going to choose a .5 power from either the Artisan's or Warrior's Way. This is basically one of the places where my own character is "still in progress". I have Eidetic Senses listed but I'm not committed to that. In reality, my final build will probably use Enhanced Ability... I just haven't assessed what that ability should be. One that screams out to me is Hacking... using the same AR-style hacking as UmaroVI's "Generalist" archetype. It would take some finnese (more than I've had luck with so far), but I belive the Mystic Adept could make up for not having the normal combat mage's potential astral prowess by have very strong and useful AR-Hacking potential. Of course, there is also high Logic score exploiting skills like Hardware for more subtle B&E then simply melting maglocks, or Chemistry (to bring drugs back onto the table) or number of other possible technical skills with broad applications (even good skill in Demolitions has a certain charm for combining with a blast-happy mystic adept - though Notoriety would invariably develop really fast - Mr. Johnson may not like a runner who blows up literally everything in their wake - though for Toxic Path mage... LOL). But now I've rambled into more general comparison issues (but I was headed there anyway).
So anyway, removing drugs from the table (because they don't seem to favor either concept) and assuming both that comparable mages (i.e. those built for largely the same purposes) will have 1 point of lost essense (though UmaroVI's burnout mage has 2 points of loss) and a mystic adept will probably use geasa and have Sorcerous. A mage spends 13 more BP (12 of which have to come out of your 50 BP gear limit) and has to use up two more spell slots than a Mystic Adept (which isn't that big a deal I suppose), but on all Magic Skill tests except Counterspelling will have a +3 edge on tests (or in the burnout mage's case +2) and access to astral stuff (though for the purposes of comparable concepts astral potential can be offset with hacking potential or something similar - and in fact, the adept will likely be better in those niche areas than the comparable mage is in the astral niche). That +3 (from what I gather) basically equates to the comparable combat mage generally getting one more hit on skill tests over the mystic adept (negliable difference in terms of counterspelling). Finally, there is also the fact that a comparable mage physically carries around 2 foci, while the mystic adept carrying around 3 talismans. I personally see this factor as favoring the mystic adept. Three items as mundane as "a quartz crystal set in a silver medallion on a gold chain" seems like they would be less problematic and costly to replace than two Rating 3 Sustaining Foci and in both cases "loss of widget" is the concern. Of course, this assumes you're not completely off your rocker and make your talismans nigh irreplaceable.
To me, the comparison boils down to 13 BP (12 being gear BP - I only mention this because it seems relevant to what types of wares the comparable builds can have versus each other, especially given that the assumption is that both are already using 20 gear BP and 5 other BP just on having a Power Foci) less required spending with easier to replace lost widget handicaps, versus one additional hit in magic skills other than Counterspelling. Of course, the comparison could be shifted to one purely of versatility over costs if the Mystic Adept takes the Expert Aspected Magician (Combat/Fire Spirits) drawback. Then its basically just casting versatility vs. 13 less BP and easier to replace widgets.
Hmm... I think I see you're point, as on the whole, I don't think a loss of either 1 hit on casting or casting versatility is balanced by the freed-up BP and easier to replace widgets (especially since if the GM is targeting your widgets, they are probably going to make replacing them equally a hassle regardless of what logic and pricing/attuning rules would suggest). I think the only way I'm going to keep with this build and not go full mage is if find that way to finesse good hacking/hardware/chemistry in as well (hacking seems like a strong option simply because of the AR hacking using physical Initiative).
As for spells, well, you've given me a lot to think over in terms of that too. Again, thanks.