I would double check your numbers. I have you spending 359 BP* total so far. I would check to make sure you have the BP calcs for the attributes correct.
That said, attributes are a better deal than skills so I'll focus on them more. For example, instead of spending 30 BP on Athletics, spend 10 on Athletics and 20 on more Strength. Now you have the same net roll for most Athletics tests, but you have +2 Strength. Reaction and Int are also good places to jam in more points.
For further discussion, I'm assuming you want to do a punchy adept. If you want to be a shooty adept, that changes things.
Your punches are fairly weak considering what you're paying for them. Right now you have 6P punches with 11 dice. You roll 13 dice with your Ares Predator for 5P -1AP. That's the same damage, but your Predator gets to shoot twice versus a lower defense roll. But you're paying 30 BP and 1 PP for that punch. I'll make those punches work for you more. With a higher Str value and more levels of critical strike, you could get up to 10P punches easily. That's not great, but you can actually punch out a dude with luck and/or called shots.
I would set up your PP like this:
Improved Reflexes 2 (Way) (1.875 PP)
Improved Attribute (Agility) 2 (1.125 PP)
Critical Strike 5 (1.25 PP)
Killing Hands (.5 PP)
Whatever (.25 PP)
You get +2 IPs, +2 reaction, +3 Unarmed DV versus +3 defense tests and +2 armor. The reaction effectively gives you +2 to defense tests, so it's +1 defense tests and +2 armor. You can grab Improved Reflexes 1 instead and have .75 BP to spend on other stuff if you want instead. I do recommend that you have 2 IPs at least. If you're planning on taking lots of Cram, you might want to drop Improved Reflexes, but I'll check for GM aggro before committing to that.
As you okay with being a cybered adept? Cybered adepts are more powerful than pure adepts, but many find them distasteful.
Lastly, what is your goal with First Aid and the Electronics skill group? Are you trying to be a logic skill monkey on the side or do you view them "essential" to be a shadowrunner? If it's the former, I'll suggest getting more logic. If it's the latter, I'll drop them. First Aid is well compensated by the Rating 6 medkit. As for Electronics group, your team's tech nut is going to be way better than you since he'll likely have way more bonuses. However, Hardware is a very handy skill for Breaking and Entering types since it lets you bypass maglocks**.
*- My Math: Ork: 20 Attributes: 120 Special Attributes: 50 BP Qualities (Net):0 BP Skills: 156 Contacts + Gear: 13 BP
**- You can definitely hardware your way pass keycard and keypad maglocks. You may or may not be able to hardware past a biometric maglock. I think you should, but I don't have a bulletproof RAW or RAI argument that they should. I'll check your GM.