I don't know the formula but it definatelly pays off to max Psychokinesis as with 6 INT (8 with Junkyard Surprise) you'll have plenty of points left to max melee, dodge, evasion, stealth and get high crafting skills, lots of traps, hacking, lockpicking and maybe even some a bit throwing if you make a good use of the home basement and don't go overkill on crafting.
I'm aware that crafted metal gloves are stronger and with high quality components one can't go wrong with them, but you can't make them both, shocking and pneumatic like the Power Fist. Monks/brawlers are no longer CC experts. 20% stun chance every 3 hits renders Combo too weak to be considered seriously. Maybe for high DEX 4AP/hit build but not for a 10 AP one. The guaranteed incapacitation every fourth hit is more useful than ever. You can count 3 hits vs 1 target and then switch to another one to disable it up to 4 rounds dealing a 250% damage spike on that hit helps alot vs. high mechanic threshold. On the other hand the connective shock damage is too good to be left out when crafting so you have to decide. On the Power Fist there is also the +1 STR buff that contributes to both higher precission and weapon damage through higher skill AND through STR damage bonus itself.
My argument is that "the best CC in any game is quick death"(well, 2nd best. but you get the point). Taking sweet time killing them with lower damage only give your enemies more chance to take a shot at you.(also, EMP.)
Edit: Just checked item to see that well crafted Supersteel gloves can do ~x2 mechanical damage, not including electrical damage - as Power gloves does insane electrical damage. I don't have character to check endgame damage for that.
And if you really want to dip in to CC, I'd recomment to psi... any of 3. Cryostasis, Force Field, Electrokinesis(if you have AP), Electrokinetic Imprint, Telekinetic Punch(high Psychokinesis req. for stun chance). Hell, you still have quick tinkering w/ bear traps.
Take premedation(hmm... take cheapshot out?) and you are good to go.