Rules Issues:
1) I think you've spent a LOT too many BP. As of right now, here's your BP breakdown:
-The issue was I was listing the totals for my skills, not the ranks. I have changed this in my post and it should be more clear now.
2) You may not take more than 1 Knowledge Skill at Rating 6 (SR4A, pg 85). You currently have 3 selected. So that'll have to change, unless they've been purchased up with Karma.
-Read answer one.
3) The Flight Skill does nothing for you, since it's used for PCs who can actually fly (Eagle shifters).
-Read answer one.
4) Clarification: Your martial arts subsection should read something like:
-Changed
SUGGESTIONS:
1) The first and most obvious thing is to suggest you take the Athletics Skill Group at Rank 1. You've already got all the skills in it (Running, Climbing, swimming), and by taking the Group you spend 10 BP, instead of the 12 BP total spent to buy each of them at Rank 1. I recognize you MAY have already done this (which might be how you've got Flight, which also is part of the group if applicable), but it's worth mentioning.
-Read above.
2) Your current base damage is 10P (magic). 3S from your STR score, +6S from your Critical Strike, +1 from Wildcat, and converted to Physical(magic) damage from Killing hands. You're punching somebody as hard as a Panther Assault Cannon will hit...before you stage the damage via Hits. While that's undeniably awesome, it may be worth sacrificing some of that damage ability for some utility. Picking up a couple levels of the Counterstrike ability, for example, means that you're essentially purchasing bonus Hits in the event you Block your opponent's attack. With CS Rating 2, for example, you get 2 automatic hits on your next attack plus the net hits you got when blocking, which itself is a dice roll of your Reaction+Unarmed Combat. So by sacrificing a guaranteed +4 DV (1 Power Point worth of Critical Strike swapped for 1 PP worth of Counterstrike), you'd gain the ability to add between +2 and +17 to your DV.
-I read the Counterstrike as adding bonus dice to the next attack roll, not automatic hits. Also, I didn't know if using "block" (the only defensive action you can do with unarmed, that I can tell) vs a melee weapon would actually work (read as injure me). The issue is from a power point efficiency, I can have either +3 to hit (increase combat skill), or +6 damage due to the warriors way quality. In the event that I can block a sword with unarmed combat and not get hurt, and counterstrike adds "hits" rather than bonus dice, I'll consider swapping power points arround.
3) What will you do when somebody is too far away to be punched, or cannot be accessed?
-The point of the character is to hate guns, and not to fight unless they threaten my best friend. If they are ranged and are threatening him, then I leave it to him to end them (since he is a long range person).
4) You did a dammed nice job stacking armor. 18 Ballistic is solid, and second only to Brett's Troll. Something to keep in mind is that a full suit of FFBA is head-to-toe coverage. It includes a hood and gloves. That means that it will not always be possible to be wearing it - it's obvious you've got one on if somebody looks at you.
-the advantage of the full camo suit is that it is a full suit as well and has the chameleon skin mod, which I'm hoping can be programed by my techie friend to have different appearances (why I got a security upgrade for my phone). I'm ok with not wearing it as I've adjusted my "fancy suit" armor numbers to include my mystic armor, and that should be good for day to day stuff, and as I need extra protection (based on knowledge of mission) I can scale up the armor in stages.
5) I am mildly concerned about your Elemental (Lightning) Hands. We've had a Gentleman's Agreement at the table not to abuse Electrical damage (primarily via Stick N shock ammo), because the whole "resist with 1/2 Impact Armor, get knocked down and take dice penalties even if you succeed on a Resistance Roll" thing. So, two things. First, we'll need to have a discussion - as a table - to ensure this isn't going to start escalating into Electricity Damage Wars where Rating 6 Nonconductive becomes mandatory for all clothing forever. Second, you're aware that Elemental Electricity always hits as STUN damage, right? (SR4A, pg 163-4) When your Lightning Hands are active, it overrides the Physical damage component of your Killing Hands power. You won't get all the crazy Electricity bonuses and get to do a huge amount of Physical damage.
-I thought I spoke with mike, but if it turns out it will be a problem I can change the element and the theme of the character. I am aware that it would be stun damage, but killing hands is a prerequisite for the skill. It may also be physical due to "Elemental Strike enhances the effects of Killing Hands with an elemental effect..." (SM 176), but that wasn't the intent. The intent was to be able to have some sort of armor pen, since unarmed attacks never get armor pen, unless you take "penetrating strike" (which only gives you 1pen for every .25 PP you spend... max 3).
6) Increasing Unarmed Combat Dice Pools as an Adept is tough. You can't cyber or bio your way into extra dice. The Improved Ability (Unarmed) Power is about your only way to get that done. Fair warning. On the good side, 15 dice is pretty nice, considering that almost nobody is going to have AGIL 6+ and Unarmed 5+. Even an Unarmed Combat Reflex Recorder should only put them about on your level.
-I am aware, which is why I have the atribute boost (agi) ability. I plan on either picking up more of that or the improved combat skill when I get more PP.
7) I don't know what Mike has said, but Weapon Foci are generally required to actually be "weapons". Gloves aren't, really (Shock Gloves are, but they basically can't be made foci anyway). I'd ask about a Cestus, Tekko, or Sap Gloves; neither appears on the Weapons List, but they're certainly weapons. A thing you should keep in mind is that you aren't generally supposed to be able to use Weapon Foci in conjunction with Unarmed Combat - with a very few exceptions for specific Martial Arts styles (which is a deliberate advantage to those styles).
-This is something I specifically talked to him about, and he recommended "gloves."
8.) Last thing. I would try really, really, really, really, really, really, really, really hard to find BP SOMEWHERE to allow you to get your Martial Arts Advantage up to the 10-20 point region. Maybe even swap martial arts given that the +1 DV to Unarmed attacks can be found elsewhere (seriously, look at Muay Thai - it's terrifying). Why? MANEUVERS. Maneuvers are awesome, and you're limiting yourself to only 2 by having your Martial Arts Advantage at 5BP. Finishing Move and Riposte both allow a bonus attack in the same phase. Ground Fighting is important because when you get shot (even in melee), you usually get knocked down. Think about using Vicious Blow with your Elemental Hands (it'll convert the Stun damage back over to Physical). Watchful Guard and Multi-strike better allow you to take on multiple opponents, and since runners are often outnumbered... Hell, the Set-up and Finishing Move combo is insanely good. Therefore, I'd try hard to find some BP. Offhand, I'd pull 1 point off of your Body score (it won't affect the amount of armor you can wear; you're got 11 "effective" points, and a 6 Body allows for 12) to gain 10 BP, and plow that into the Advantage (total of 15 BP, allowing for 6 learned Maneuvers). Maneuvers are cheap to learn in-game.
-The issue isn't finding the points for more martial arts, the issue is that martial arts counts as a quality and counts towards my max 35 BP in qualities. I refuse to drop Adept, or Warriors way. This leaves only Astral Chameleon and Erased, and both of these I think are better than the 1-3 ranks of martial arts that I would get for dropping them.