For one, your build doesn't even work because hit and run requires 7 agility and sharpshooter 10 perception. Also, if you want to use magnum unique pistol instead of crafting, then 7 int is useless since you can't get bonus from gun nut feat, it's better to stay at 5 int. Also premeditation is useless for TM if you don't use stasis since contraction has no ap cost (and it's going to be probably the only skill you'll end up using in 95% of cases)
recklesness spec is bad, don't take it, you're better with bullet time or versatility
expertise is very bad don't take it ever with pistols
Instead of aiming for base skill values, use Underrail Builder
https://underrail.info/build/ to check how your build would work ingame. 80 base lockpick with 18 dex would for example be effective of over 160 which is colossal overkill, the highest lockpick checks are 130 and those only open boxes with random loot in DC, it's probably the best to stop at around 100 effective (counting huxkey/jkk suit bonus).
Here's a Versatility Pistol build that i made that you can check to have a better general idea:
https://underrail.info/build/?HgUQBwMHAwVGOgDCoB7CoDJRMi0AMsKCDyhkAAAANwAAAAEXKxlZHls6wofDksKjw5FOJhHCsw0x4rWuCuK9hAXfvw5 str for steadfast aim, 7 per for kneecap shot, 7 agi for hit and run and 5 int for versatility, rest in dex.
45 biology for focus stims, 127 throwing to reach the accuracy cap on throwing grenades, 140 electronics for crafting high-tier energy shields and for one useful check in DC (can be lower if you want).
Evasion is optional dump stat if you have enough points late in the game
Feats mostly in order, aimed shot and gunslinger as first feats obligatory.
Execute is good but it also takes few feat slots. Combine it with taser or dirty kick to one-shot most stunnable enemies
With some minor adjustments i used this build myself on DOMINATING so it definitely works, even without psi.