QUOTE (Adarael @ Feb 18 2009, 04:05 PM)

Well, yes, there are several more adept powers that adepts CAN use. But many of which are not thematically appropriate for many adepts. An athletics and stealth adepts, mobility adepts, unarmed combat adepts - all of these are the sorts who most of the time would not gain any real benefit from any of those powers when compared to adept powers they likely already have, such as improved attribute or improved ability, and for whom it may not even be thematically appropriate to purchase those metamagics.
I'm not saying they can NEVER use these things. I'm saying that much of the time, metamagic is MUCH less useful for them than a mage.
ummm... i can find perfectly good uses for most of those powers for any kind of adept. but heck, let's just go through your specific list for some examples:
athletics: infusion can increase the rating of improved ability, any improved attribute score powers, and any number of appropriate adept powers (combat reflexes for a runninback football player, throwing powers for any number of sports, and so forth). attunement(item) can be used to give the adept a lucky <insert piece of sports equipment here>. this could range to shoes for running, a tennis racket, a baseball glove or bat, and so on. cognition: fair enough, probably not logical. somatic control makes perfect sense. the boxer who knows his opponent is tough to hit and so he increases agility at the expense of something else, or who knows he isn't gonna soak the punch from that 9 foot troll so he dumps body for reaction, etc.
stealth: infusion can still increase the rating of any power you have that has a rating. in fact, i don't think it's possible to come up with a concept of a type of adept that infusion couldn't be useful for, because if nothing else your concept is going to include a skill, and that skill can be boosted with improved ability, and improved ability is a power with a rating. i suppose if your concept is "completely maxed out in all the adept abilities he has" this might not apply... at least, until a new power gets added. attunement(item): let's see... climbing gear, ruthenium suit, lockpicks, pry bar... do i really need to keep going? maybe a preferred weapon, such as a garotte, a syringe for injecting drugs, a blowgun, etc? cognition: hmmm... goodbye charisma, hello logic(for hardware tests such as picking electronic locks)? somatic control: goodbye body and strength, hello agility
mobility: item attunement: suppose this depends on how you define mobility. if it includes climbing, this could include shoes for running, climbing spikes for climbing, any sort of vehicle (if you mean that kind of mobility), and so forth. cognition: well, you could probably stand to give up charisma to pick up intuition for faster reaction (higher init) and better perception. but i'll grant you this probably isn't a huge deal... it's still not useless though!. somatic control: yup. being able to pick and choose which attribute is currently boosted could definitely be handy. probably body or reaction would be the usual choice to reduce, but it really depends on the situation (if you're dodging through an operating factory or something like that, you probably want your reaction more, and might consider dropping strength if your agility is more important than speed).
unarmed combat adepts: item attunement probably doesn't directly apply... unless you use hardliner gloves, or equivalent. still, most unarmed combat adepts will have a second specialty (such as mobility, or stealth) designed to let them actually get in close to their opponent. cognition: higher intuition = higher initiative. higher initiative means more likely to go first. going first means you can run up to your enemies before they can shoot you, which is generally considered useful. somatic control: probably not as useful, since you want pretty much all your physical attributes decent. still, the ability to customise your physical attributes to the occasion should not be underestimated.
so there we have it. i didn't even have to think too hard. this is largely because when i was choosing which metamagics to name as being useful, i was specifically aiming for stuff that is generally useful to all types of adepts (which is why i didn't mention attunment(animal) or animal empowerment, for example).
oh, and about the commlink: if your adept uses the commlink without using AR/VR, then attunement helps. though admittedly, many GMs seem to limit this kind of hacking to 1 IP per turn (regardless of actual number of IPs possessed), that still isn't completely useless.