This looks like a watered down character to me. This is my gut feeling about it. You know... one that will need to be rerolled.
I think it's fair to ask how much Mercantile you need to open up those stores
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http://www.underrail.com/wiki/index.php?title=MercantileI wouldn't go any deeper in Throwing than you need to pick up Grenadier, and wouldn't recommend Three Pointer unless you have a really strong urge to play as throwing primary. With throwing as a support mechanism to a different, primary attack, you don't gain enough accuracy to justify the lost points, and all you really needed was the cooldown reduction. Pull those points back.
Chemistry is iffy, as well. If you're going to go deep in Mercantile, then you don't really need more than 40 effective chem to make gas, thermite and flashbangs early on (and maybe acid bullets if you shoot 9mm), since you'll be able to buy the tier 4 grenades and Napalm C from merchants. Even if you don't want to rely on merchant RNG, I wouldn't go over 69 effective (counting housing bonus) unless you plan to use chem pistols. 69 chem makes incendiary ammo, tier 4 grenades&mines, cryo grenades, and Napalm C. Pull those points back.
If you're willing to carry stealth gear and swap stuff out, then you only need maybe half of that stealth and you can avoid everything that can be avoided in the game. With 65 real points in Stealth and stealth gear you can sneak through Emporion (the Lunatic Mall) and never need to kill anyone on the second floor. If you're not willing to swap out gear, then even 130 points won't be enough while you're wearing heavy armor. Stealth isn't necessary by any means even on Dominating. Pull either half or all those points back.
You'll need a few more points in Mercantile to unlock the best merchants supplies. You'll only need that much in Bio if you plan to cook Super Soldier.