Before I say anything, generally it's best if you make your build as it is best for you, so you don't need to take any advice here. Guess you can read it and decide, but there's nothing wrong with going after your own head.
If I were to alter your build, it would look like this:
http://underrail.info.tm/build/?HgcOCAMDBQYAKADCoGXCnXhRLAAsUHQiQWMAAAAAAMKLACQmMQ0SwowTQcKZwo4GS8KBwovCjVzCs-KdjQLin4QB4qe-CuKyiQLfvw
Uncanny Dodge get enough out of 150 Dodge - that's 7 hit you can deflect.
Oppurtunist to get bonus damage when you use Dirty Kick / Flashbangs / Cheap Shot incapacitate.
Expose Weakness duration specialization is very important.
The feats should be in similar order, I mean you have to get Critical Power at level 20 LATEST, otherwise you won't be able to fully specialize in it. From 16, it's the 5 points in everything else, then from level 21, you can only level Crit Power.
Basically until halfway, level 16 we establish our ability to Flurry, lower enemy defense and increase our own, then it's nothing but offensive feats. You might want to begin leveling Intimidation from this point only and not before, so you can raise your other skills first that will be more useful from the start - Brutality will only come later anway, so no worries.
Decapitate is something I would definetly include here, I mean it benefits a lot from all damage increasing feats and we have many, also Red Dragon gives a bonus to it too.
Even with 160 effective Stealth, I think you need to use Black Cloth to be able to comfortably sneak around, especially since you're melee. Then the question is that should it be Soft padding for more stealth, or High Density padding for better melee protection. Death's Grin also reduces stealth, so we need as much as we can get.
Lowered Hacking to 105, since with Hypercerebrix and Engi suit, you'll be at 130.
Lowered Lockpick to 100, since with skill boosting tools, Engi Suit, you'll be at 130 (then there's still Jackknife and Eel Sandwitch too).
To be perfectly honest I don't know how much Mechanics you need and for what. So who knows maybe somebody else can tell you that.
70 Biology is a must for Hypercerebrix, but 80 is handy for Bullheads, yeah.
Chemistry is at a mere 45, enough for Flashbangs, tier 2 incendiary grenades and tier 2 gas greandes.
Even without shock-; or energy edge weapon crafting, I decided to increase Electronics significantly in order to craft the very best energy shields against ranged enemies. 135 for tier 3 Plasma explosives - so there's your damage dealing grenades (and mines) + you can also put together the best in EMP warfare too.
Tailoring 115. You can't get a Rathound leather as high as some other leather anyway and there's always Hypercerebrix and benches too if you need a boost, so 115 should be fine.
Raised Intimidation further for obvious reasons. Brutality has that increased chance to kick in with every single attack, we want to make it count.
Also it's worth to mention that while Dexterity increases your crit chance and Initiative, your sword get an additional 7% damage with each point in Strength after 6. So if you leave DEX at 10 (to still have Ripper) which might still be okay and put the other 6 points in STR, you'll end up with 13 Strength. That's basically a +50% damage increase... Practically after every second hit you'll get another full hit worth in damage. Sure comes handy with all the Flurrying, or when you want to reach that 51% of the remaining health with Deacapitation. Bigger hits mean bigger crits too.
So yeah, DEX or STR... that's something to think about.
so I was scouting the forums for a build like this, although I don't have nearly enough hours like you 2 probably, I got curious on this build and was thinking of trying it as well (not on dominating difficulty though)
ok, so, I like the more points in str ideia but wouldn't it difficult skill allocation? or at least change it quite a bit? cause dex as a stat overall gives a lot more than str on skills, how would you make up for the skill bonuses that were lost?