So are you saying that having a melee character is unfavorable?
Additionally, if I do want to, how do I use intercept? [Edit] I found the part in the book that explains it. How many free actions can I perform? If there really isn't a limit based on it being a reaction to things, I should be able to intercept each person that tries to leave melee, right?
You have 1 free action per pass (SR4A 146) that you can use during or after your initiative. So you can only stop one from running away.
As for melee in general, Shadowrun doesn't like it. For example, right now you have 7P fists which is a respectable amount of damage. The street samurai goes down to the store with 2000Y and buy a AK-97, Gas Vents 3, a shock pad, and 2 clips of Ex-Ex ammo. He now does 7P -2AP if he fires once. He can also burst fire instead and do effectively 9P -2AP damage. And then he can immediately take another shot. He'll take a -1 to a roll that you can't even make. He also can do it across a room.
That said, that doesn't mean unarmed combat is useless. You can still knock out security guards with your punches. You have enough of a roll to hit most people. You're just someone who can contribute to a fight, not someone who's main role is to be a combat monster. That means you should bring something else to the table as well to earn your paycheck.
For example , the street samurai in the above example has got to carry a hunk of metal that says "I am going to murder you with bullets" to everyone and everything that can notice it. In many cases, that's fine. Even if he conceal carrying a pistol* that puts your fists to shame, he's still gotta worry about cyberware scanners and patdowns.
You however can just walk around just fine and most people and all devices will see you as a normal dude. Those who can notice something's up will just know "he's awakened" and not "kung fu badass."
You have to play to your strengths. You can try to cover your weaknesses by spending points and nuyen on learning on how to stall for time with cartwheels while the fight is won or lost by your friends. You aren't going to be better in combat than if you decided to just use a gun. Your strengths are that you look like a normal dude and you're quiet.
This means you want to be sneaky. The two best ways for you is to be able to make it to a back door without getting spotted and ninja around the place. You don't have to worry about the gun detector because you aren't carrying any guns. The other way is to be able to lie to get into places. You can try to mix the two roles as well. Since ninja sneaking and lying work well together on a mission since if you get caught you can use lying as a recuse, that's a good thing to try.
But we need to make room. First off, you're actually breaking the character creation limit of 200 BP spent on attributes (this doesn't count special attributes). You should lower your agility to 5. That saves 25BP. We'll also lower your magic to 5. That saves 25 BP. Ditching the Aptitude costs you a die, but saves you 14 points. You don't need dodge. If someone is shooting at you, you can use Gymnastics. If someone is punching you, you can use Unarmed. Thus you can drop it and save 12 BP. I'll also raid your contacts for 14 BP. 10 points should get you two contacts which is going to be enough. That'll give you 90 points to play with.
The first 20 goes towards being an ork. Orks are very BP efficient and that's what you need. You can also be an elf if you want. This will give you a 7 Str, 6 Body, and 3 Edge. I'll drop the Body down to 4 and move the 20 points into Charisma for charisma 4. I'll also lower logic to 1 and increase Intuition to 5.
You'll also want to turn 12 BP into 60000Y and buy Muscle Toner 2 and Tailored Pheromones 3. Since both of these can only come up in medical tests, you don't lose the ability to sneak around. This will lower your Magic down to 4. You however have a 7 agility still and +3 to all charisma/social tests. You can get other bioware instead but I'm working on making you a side face build. If you rather not face, you can get reflex recorders, synthacardium, or something else. Plastic Bone Lacing is +1DV to your punches, but cyberware scanners will catch your illegal plastic bones so it's a trade off.
Now you have 58 BP for skills. Buy up the stealth group to 4. Then buy the Influence group at 4. That leaves you at -2 points. I'll leave you to figure out where that comes from. My guess you'll have to lower your perception as much as that hurts me. If you can find a way to save 10,000Y that'll work too.
You might want to pick up more negative qualities. That way you might be able to buy Intimidation or Perception to 4. Ideally you'll raise athletics 4, but you can reduce it to 1 as well.
Now for your magical powers. You have 4PP to use (5 Magic - 1 Magic from Ware). I truly wish you could use
Way of the Adept because it'll help you a lot. However, you can go Increase Reflexes 2, Killing Hands, and Critical Strike 4. Another option is to go with Increase Reflexes 1, Killing Hands, Critical Strike 4, and Kinesics 2. You're slower in combat, but you'll have +2 dice to social tests. Either way, once play begins, save you karma for Magic 5 for 25 karma. Then buy up your Increase Reflexes or Kinesics. You could also drop Killing Hands and just do S. You'll be much weaker against spirits though. Spirits will often as good or superior kung fu to you though. It does mean you'll be able to punch force 5-7 spirits to death which you can't if you lack Killing Hands.
The end result of all of this is that you roll 11 dice on sneaking around, 9 dice on disguise checks (you can get disguise related equipment), 13 punching people, and 11 facing. You also register as "normal dude" though any non-magical perception you encounter. Basically the idea is that you disguise yourself, blend in, sneak around, try to lie out of your trouble, and punch dudes in the face for 8P damage (hopefully from surprise). Sadly a locked door will defeat you unless you can palm a keycard off someone. But defeating locked doors will be really expensive for you. If you want I can try to turn you into a more logic skill oriented character that can deal with maglocks and will be a decent doctor, but you'll lose the ability to face.
I have some more suggestions like other melee tricks like subduing and replacing pistols with another firearm related skill, but this post is already too long.
*- For example, a Fubuki does 8S(e) -1/2AP with burst fire. It can also do this twice a pass at no penalty.