Alright folks, here's the new character build that I've been playing around with. I've been satisfied with my combat with him so far, but would appreciate input again as a lot of my later skill and feat choices reflect that I'm experimenting with various things and are likely not completely optimal. I'll start with at creation first:
STR 3
DEX 9
AGI 6 (tops off at 7 for Interloper)
CON 3
WIL 3
PER 9
INT 7 (for Disassemble)
Guns 15
Throwing 10
Dodge 15
Evasion 15
Stealth 13
Hacking 12
Lockpick 10
Mech 10
Elec 10
Tailor 10
Nimble
Expertise
And here is how he is currently, just about to start the Core City line of quests and standing at level 17 currently:
DEX 12
AGI 7
1-Nimble
1-Expertise
2-Opportunist
4-Disassemble
6-Interloper
8-Spec Ops
10-Grenadier
12-Three Pointer
14-Commando
16-Doctor
(18)-Hit and Run
Guns 95
Throw 50
Dodge 93
Evasion 93
Stealth 44
Hacking 63
Lock 47
Traps 17
Mech 64
Elec 60
Chem 31
Bio 29
Tailor 64
Intimidation 10
The logic behind my choice of which skills to raise was basically just to ensure I got the SMG burst related feats ASAP, with evasion, stealth and throwing related feats being the next choices in that order, and everything else being an afterthought. As such my guns and defense skills were maxed (or close to it) each level, followed by my main subterfuge skills, then my main tailoring skills, then everything else. Doctor is there partially to get through a single quest and partially because I found it annoying to have to use a hypo if I got just a fraction of a percent below 40% health (which often gets displayed as 40%!) though I haven't run into a shortage of health hypos yet.
With regards to my tactics, I use stealth to close with the enemy, wait until they are bunched up and toss a grenade in (typically an incendiary), followed up by as many bursts as I safely can loose. I've found that opportunist doesn't really have a chance to be utilized with this particular style, and Hit and Run would have been a better choice as I would have been able to fall back and give myself space to make another strike, escape, etc. I thought I would be using flashbangs to utilize the benefit of opportunist but there just aren't many flashbangs available prior to, and even a quite a few levels/quests after, the drill quest. Sure Step would also have meshed well since I also like to use caltrops to create chokepoints and warn me of potential flanks and even kill flankers before they can get to me, but of course they deny the area to me as well which has been troublesome on more than one occasion, and I figure now that I ought to have picked that over Three Pointer. Fortunately none of these problems have proven crippling to this playthrough so far!
Guys, are we playing the same game? I have stacks upon stacks of 5mm, 7.62, 8.6 and that's without buying it. Remember, past the drill parts the economy of the game is never an issue. I view the usage of a single ammo type as a very small benefit, just one less thing to hassle with. Even after one shop run you can simply buy the type of ammo you need from every vendor that sells it and you should have at least 600 rounds of the ammo you need. 8.6 hits hard as hell so you never need to use a lot of it. 7.62 is probably the most common ammo type in the game. 5mm is probably the second most common. I never make decisions based on economics in this game, it's foolish.
I'm also going to echo this sentiment here. Even though my playthrough isn't optimal I don't find myself short for ammo, at least standard ammo; I do go through a lot of W2C and JHP but even then I rarely find myself having to dig in to the standard ammo. As a matter of fact I've started carrying less ammo since I find myself hurting for encumbrance more often than I do for ammo, and on more than one occasion I've found myself walking out of a fight with more bullets for my guns than before the fight! I'll say though that I think a lot of it is helped by, as one of us said earlier, using more than one caliber, at current I've been using a 7.62 and an 8.6 gun, with the 7.62 being nice for taking out trash and 8.6 for dealing with more threatening opponents.
EDIT: Forgot PER and Intimidation