Well, I'm not a big fan of having scores at 4. If you really only want your psi to be support, then may as well take back that point from Will. You're not going to accomplish anything with 4 Will that you wouldn't accomplish with 3. You should also consider how many crafting feats you intend to take - Gun Nut isn't good enough to be worth putting extra points in Int, so it's possible you can pull a couple points from there depending on what you plan you do with your build, long-term. Any points you freed up should probably go into Perception and then Constitution. I also don't recommend putting any points into crafting at the very very early levels. You're not making anything, so put those points where they matter.
Retaking the outposts is a *lot* easier once you take advantage of the fact that rathounds can't open gates. You shouldn't need to ever put yourself at risk even once in the first two maps. Here, you'll get an awful lot of use out of Temporal Distortion if you're patient, even at 0 skill. Just keep stacking it on rathounds. If you don't have enough psi to use it 4 times, pass turns. Just go stand by the gate and slowly kill them. In the next screen over, to the west, the best thing to do is to run over the gate but not open the door, then pass turns until the rathounds get around the long way to you. Then open the gate, walk through, and close it. Run over to the outpost, get inside and close the door behind you, then go walk over to the little outdoor annex are that's screened in. Again, this will take a while, but if you're a little patient you just layer TDs on the rathounds until eventually they all die. If you're doing Quinton's quest (any why wouldn't you, if you're psi?) you can always add in some crossbow shots to do damage while you let your psi regen.
The only hard part should be the screen due north of that, where there are four rathounds waiting for you. But, if you've brought flares then you can fear them away while you shoot them. In this map, you should probably not use your psi becuase it'll be so weak; here, you use that ammo. Try not to blow up the barrel - you're gonna want to have that available if you need to fight M'lan Ratula.
Bandits and beetles can be handled nicely with grenades if your shotgun/pistol won't do for you (every guns build should use pistols and SMGs early on. There's ammo there that won't be much use later on, and ammo is hard to come by very early on, especially with no pickpocketing). Quest rewards should give you enough credits to buy some grenades and molotovs.
Try to set aside 25 points for psychokinesis by level 3. Force Field will save your life again and again and again and again. Get it ASAP and use it all the time.
If you need more specific help, I'll try to be more useful, but for general earliest-game stuff, that should do you.