Thanks Altos. After testing out two different characters, I've settled on the CON 9 Psychosis variant, very similar to your suggestion. I play on Hard as well, and you're right, more hp is extremely nice. Especially with those annoying stealthy enemies, gives you a chance to survive their alphastrike. The added flexibility of choosing whether to run on >30% hp for more crit or 100% hp for added tankiness is great as well. And the crits are so satisfying 
Anyway, this is the build I've settled on:
https://postimg.org/image/o5sekxsiv/
Does it look ok? I can't seem to figure out how to save my build on the actual page.
The skills are based on destroyor's Steam guide, although I'm puzzled as to why Tailoring is set so high in the build in the guide. I assume the equipment is non-steel psi sturdy tactical vest, psi band/motion goggles, siphoner tabis, which would require less tailoring from what I can tell. Then again, it's hard to figure out the exact values needed. I wish there was an item builder as well 
And why does everyone seem to pick mental subversion? The benefit seems a bit minor. Perhaps it's for repeated Neural Overloads on isolated targets, or for use after AoE Mental Breakdown?
Overall, your build seems perfectly viable. However, I highly suggest that you switch out two of your feats for Force User and Fast Metabolism. Let me explain why:
Force User doubles the strength of your Telekinetic Punch, which is already one of the strongest moves at your disposal. Combine this with Trance, Psionic Mania, Neural Overclocking, an Amplified Psi Headband, Tchortist Noble Robes, and Telekinetic Proxy, and you are capable of (with good luck) 1-Hit KO-ing the final boss and every single enemy in the game except for maybe the Dreadnoughts. It practically turns you into a Sniper capable of dealing upwards of 2,000 damage all at once. It's... unreasonably broken.
Oh, and it also gives you 2 more turns on your Force Fields, which is nice when you're suffering from the effects of Adrenaline Rush wearing off.
Hilf already explained why Fast Metabolism is good, so just take his word for it.
If you really want to keep Nimble and Sprint, then I suggest you take out Mental Subversion (which is mainly for Bilocation and Neural Overload spam) and either Psychostatic Electricity or Cerebral Trauma.
Additionally, if you intend to abuse Junkyard Surprises for the +2 INT, and you intend to pursue the super secret (not so secret anymore) questline to get the Huxkey, you can lower your Hacking to a base skill of 82 and still be able to unlock everything. This gives you the points to raise Lockpicking to an effective skill of 130 if you so choose, but honestly once you get above 100 there's nothing in the game worth lockpicking (yet).
As for your Tailoring skill, I do think it is too high for your purposes. With +2 INT you have an effective skill of 162 Tailoring, which is definitely not necessary (it's very rare to find anything that high, and even if you do, the stat differences between that and any quality 145 gear is negligible, if you ask me). I suggest you lower it to a
base skill of 109 (146 effective w/ +2 INT) and put the extra points into Mechanics. There's a part of me that thinks your Mechanics skill might even be too low, but I suppose it really depends on the requirements of the armor you want to craft.
tl;dr : Trade Mental Subversion and Psychostatic Electricity for Fast Metabolism and Force User, lower your Hacking to a base of 82, raise Lockpicking to a base of 123, lower Tailoring to a base of 109, up Mechanics to 56.
Have fun playing!