Opportunist is really good on these builds as you can easily target enemies who are cc'd. Like Shock Pistol, Cooked Shot Acid/Freeze, Caltrops, HIGH INT PSI SLOTS could be 7-8 CC buttons, Throwing Nets, Traps, ect. With extra enemy health this patch it will be unlikely to be meaningless overkill.
Also, even though Polymath is overkill, you can literally be amazing at every skill other than melee/crossbows/dodge/evasion/persuasion/intimidation, including high trap detection and all utility Psionics if you take it on ~18 DEX, 10 INT build. It's a high feat cost, but the perk also pays 1-1 for your Versatility's Melee skill baseline to scale. I'd probably not use it myself though.
Another thing is Versatility. It's really hard to say if it's better to go for mild PER with no Versatility, or to simply go Versatility and 3 PER. I think PER ~6-7 strait GUNS with no Versatility might be better. Max spec points melee Versatility (DEX 17) is ~270 effective GUNS skill at level 30. Whereas using The Juice, Bio-luminous Marsh Honey on PER 7(10) is 240 effective skill and saves a feat slot, 55 flat skill points and 10 specialization points. You will also have higher effective weapon skill in the early and mid-game before versatility spec points and higher DEX stat progression. But Versatility can take 3 extra attribute points into something else like both high AGI and INT. You can use Point Shot and Knee Cap Shot on PER 7 too.
It seems like Versatility is better for Attributes, but worse for Feats/Skills/Specialization points.
There's also the question of whether you equip two different energy pistols or use one slot for Acid Pistol Cooked Shot. It costs 2 feat slots, a hand slot and Chemistry ranks. You also have a lot of space to spam LTI for cooldown abuse which really breaks Cooked Shot's 2-turn cd hard. I think you go full cooldown reset build with Future Orientation, Grenadier, Cooked Shot, Mad Chemist, Infused Cave Hopper Sprint Tabis, (probably Execute, Rapid Fire and Point Shot,) or completely drop the cooked shot stuff at all. I think you want to go all in for it, Special Attacks build.
Something important to note is that Laser Pistols lock at 9 ap attack at both 17 and 18 DEX, so you can lose a max DEX and be fine, unless you were going to use an Eel Sandwich for DEX 19, and 8 ap shots. You can also go to 7 ap attacks during a Super Soldier Drug if you're buffed up to 19 DEX from 18 with an eel sandwich, but you won't see many of those so it's not too relevant.
There's also "The Stunner" but you'll get it after doing likely 95% of the entire game's content, so I don't think building directly around it is particularly great but idk for sure. I'm pretty sure that Critical Power on a Circular Wave Amplifier Laser Pistol significantly out-damages it anyways, especially with "Specialist" feat and spec points into Critical Power.
Regarding all that I made Special Attacks Demo build off of it, it doesn't take Polymath but you need to
sandwich "Specialist" in at level 16 (character builder doesn't know about those feats yet). Max out Critical Power ratio and 9/10 Recklessness. DEX 19 with eel sandwich for 8 ap attack. Special Attacks, CC, CD's, Cooked Shot off-hand. (crafting skills might be wrong as new patch changed them around) I tried to fit P-T Acceleration into it but couldn't find any room

.
https://underrail.info/build/?HgMQBgMHAwjCoDgAAAAAVmM9JwA6blEyagDCm0ZGAABPATkrJh4WwppZEUvCiDHCkVbCs3I_4p67AuKgvQTio7oE4rGgBd--