Well, when I think agile katana wielder I think Rurouni Kenshin. So you have a character focused on speed, either killing the enemy before they can act, or avoiding most attacks. Also, parrying seems to be a staple of samurai combat in lots of media, though I've heard it isn't very historically accurate. So how does that relate to the mechanical numbers.
We want:
1) A character that runs off of dex.
2) Fast.
3) Tends to block or avoid most attacks.
4) Deadly, but there is usually some sort of massive brute with more raw destructive power.
There IS a style that perfectly represents that. Rapier and shield. Say that wielding his katana in both hands allows him to parry with it, granting a +2 to AC instead of increasing damage. Then price this rare, finely crafted weapon at the same cost as a rapier and shield.
Should the player choose a fighting style, let him choose duelist ones, since his swordsmanship focuses on speed, precision, and deflection as opposed to raw power, making it more similar to swashbuckling styles.
When the party starts running into magic weapons, play up the rare and legendary nature of the katana. Treat it balance wise as though you had given him both a magical sword and shield. So a +1 Katana would grant a +1 to attack and damage. Furthermore, when wielding this weapon with both hands he also gains a +1 to AC.
That would seem to be the simplest to me. The monk one sounded pretty awesome, but that limits it to only a single class option, where as this could be used in many others.