Sprint + Evasive Manuevers + TM Contraction gives you 225 effective evasion for 1 turn. Which is significant if you add in other bonuses from food/armor/cloak.
Issues with super high avoidance is that it only works on difficulties easier than dominating, and it's really not reliable enough to depend on it. IE you'll still be spending your yellow action on breaking los against snipers, this really doesn't let you sit there because you are still going to get 1 shot from time to time with 3 con.
So to fully build a character around it is kinda futile imo, you'll still have to play like a 3 con character anyway because you will die from bursts, get 1 shot from tk punch and insta-die to grenades.
The point of sprint + evasive is when there isn't any cover and you're expecting to get hit from a sniper.
Only reliable avoidance is uncanny dodge, which unless you're making a non-psi melee character, can be left at 40, since psi user has no issue CCing enemies at close range, and uncanny dodge is 100% reliable for desperate situations.
Psi characters also do not need traps for the above reason. cryostasis,stasis,mental breakdown, and fear is plenty CC, especially with locus.
What the build really lacks is a source of reliable CC outside of cryostasis/stasis, and burst damage. TM can kill but it's just not bursty enough on demand.
Pretty much I would change this into a psychosis build and drop lock/hack/traps since the loot you get from those isn't really needed and the good loot is behind much higher gates in expedition.
http://underrail.info.tm/build/?HgMDCgMDEAgAAAAAZMKgVQAAAABQWgBGUEvCoMKgwqA8AAArJDksFEEPZcKIZiEKwocqV8KdbHLCt8KK4qK0AeKitQLirIMC4qyMCt-_
Higher telekinetic also is major because disruptive field is very very good at what it does, in that the AI often wont even attempt to make ranged attacks since their chance to hit is so low.
Blitz is not very important because your limiting resource will always be psi, and contraction already gives you all the action points you'd ever want or need. Cyrokinetic orb makes paranoid also kinda useless since it's the ultimate stealth-sweeper. So this build lets you have incredible dodge/evasion when you really need it (active instead of passive which is what psi-avoidance excells at), and much much better damage potential. Why bother min-maxing evasion build when you can just 1 shot snipers with mania'd tk punch and entire groups of mooks with orb
I got traps since 3 con and no perception seemed like it would really suck in terms of getting blown to smithereens by every trap I see. Does evasion not effect grenades, or is the damage from grenades even with evasion end up so high that you're still getting detonated in one hit at 3 con?
Paranoia was there to reduce crits since i have low con and also wanted to see traps more effectively - sounds like reloading is the main way of dealing with getting crit though.
I didn't take metathermics super high because I used it a year or two ago, just one shot everything and killed what was left while it runs in circles burning. Made it to level 16 iirc, but didn't beat the game, but I don't want to just shoot fireballs at everything again. I originally had the psycho a lot higher, but dropped it so I (hopefully) wouldn't die to traps constantly with 3 con. Is taking metathermics that high worth it for the cryo shield? 50% isn't super reliable, but it's another nice layered defense against getting one shot I guess.
I like to play with oddity mode - do you get enough exp without lockpick and hacking in that mode? I remember you got a lot of your exp from that before the expansion came out.
Last question - I'd have imagined that stacking high dodge with high TM precog would have been quite effective due to the additive reduction on dodge chance - as long as you can get the tohit chance to 60ish from evasion and dodge you should be able to floor it with precog and like 400 TM skill, or am I misunderstanding how the ability works?