Im guessing he's Republic faction... correct? I ask cuz it wasnt listed
Now you have to take into consideration perhaps, the CE's this guy could get... I'm not 100% sure but isnt there a Republic character that grants Force Renewal 1? If so, this guy is near broken immediately.
So in my humble opinion, he should be something in the 48 to 52 range in cost UNLESS there isnt a CE or force spirit in the Republic that would grant this guy Force Renewal. In that case 35 would be fine.
Assuming there IS in fact a CE or force spirit that could give him Force Renewal, then I would either add 'Replaces turn' or 'Replaces attacks' to the Malacia definition.
Another option would be to take away double attack and rend to keep his cost about where you were thinking @ 35... but he would STILL have to add replaces turn or attacks because no other activating SA or FA comes without replacing normal actions especially with such a high probability of success.
Imagine your character here with double attack AND an ability that would on sight activate someone WITHOUT replacing attacks or turn. He could activate someone then wack 'em twice and (assuming they dont get the save of 16) the enemy couldnt do anything on their turn; that would also keep djem-so style or block or riposte or makashi or soresu mastery from being able to be used. Now imagine that character with a CE/Force Spirit that granted force renewal 1... Broken. Or at least should be WAY more than 35 in cost.
Here's your options imho if you wish to keep this ability the way you have it defined (that is to say, being able to activate an enemy without replacing attacks or turn) and the character @ 35 points:
A) Drop double attack, rend and lower HP to 80.
B) Have the Malacia ability be a save of 6 instead of 16.
C) Have a range of 6 instead of sight and save of 11.
D) Increase the FP cost of the ability to 3
Just constructive criticism my friend... personally I'd just have Malacia replace attacks and up the cost of the character to 50. Solves everything right there. That would be fair. You lose your attacks but have the highest probability of activating your enemy, PLUS its a sight ability.
At 48, Vaders Apprentice can do 50 damage AND activate a character; save of 16. BUT its ranged at 6, costs 4 Force Points, replaces attacks and he starts out with Force 2 (Renewal 1; still has to save up for 2 rounds before being able to use it once). Thats the earliest an ability to activate with save of 16 is costed.