Here is the build itself, as optimized as I could make it.
The concept behind the build is a self-reliant, agile, generalist psion. I just finished the game on hard with a very similar version, and it was enjoyable, and worked pretty well. I died perhaps around fifteen times in total throughout the playthrough, and many of those would have been erased had that build version taken paranoia sooner.
The character wears a psionic headband, an infused siphoner leather armor, infused siphoner leather tabi boots, and wields boxing gloves (just for the dodge bonus).
Now that I finished the game with it, I wanted to make it as perfect as I could, and this is where I want your input.
1) Any way to better optimize the skills? Right now it hits pretty much all of the thresholds I want with the crafting bench bonus: 170 electronics for energy shield, 158 tailoring/32 mechanics for infused siphoner leather armor, 130 hacking, 110 persuasion with just junkyard surprise and 115 biology.
Ideally, however, it'd hit 115 biology without the crafting bench bonus so that it'd be capable of making the regenerative mixture even in DC, and it'd hit 110 persuasion without needing the junkyard surprise - but I just can't find the points, even taking the 4 points from dodge and evasion pained me greatly.
2) Thoughts about the feats? I tried Yell instead of Evasive Maneuvers (with the appropriate skill reallocation), but it was *very* rarely useful. Power Management has frankly turned out to be bit of an overkill, though perhaps a welcome one. I think I'll also be checking exactly how much Skinner gives me and if it is worth it in comparison to the alternatives.
Really, any and all thoughts are welcome.