I took Strafe with my level up just to see how it is now that I actually have a rifle. Yet my tests show that it only mitigates 10% instead of 15%. Using a Spearhead, Strafe should completely elliminate the aiming penalty after moving right? That was never the case. My chance to hit the target was 95% (I've chosen an easy one). Then I move a tile away and it is 90%. This is a letdown and just reinforces me to reload and drop it just get Sharpshooter instead and save a slot, focus on shooting while keeping still with a Reaper.
Anyway, I won't be using a shotgun which would require me to invest in STR with tons of feats and sure as hell won't be using some spear.
Snipe is awesome. It's damage is scaling with Stealth so it gets better with each level up while my armor and boots will also contribute to the damage. On opened up areas I was able to Snipe, Aimed Shot and then disengage two rounds where I was able to re-stealth again. Repositioned myself and repeat. I also learned that with Flashbangs, I am able to re-stealth on spot and even END COMBAT TO QUICKSAVE MID BATTLE. That is waaay to OP.
Anyway, the main topic I wanted to talk about is to defend Pistols. They lack the damage output, but the with the introduction of the rifle and Shooting Spree to shoot twice, there's no point. It is an unconditional firearm, it doesn't have any STR requirement and I am able to shoot for less AP with Gunslinter - which gives me a very sweet Initiative bonus. I'm just roaming around with my handgun on default and able to shoot first all the time as with Paranoia (that is a very nice anti-Crawler perk for many reasons), my Initiative is 31. I initially looked at Trigger Happy, but Paranoia gives me so much more in exchange for that -2 point.
Pistols can be quite pleasant if they crit, but their main role is to provide utility. Their range is near double of the shotguns which is absolutely crutial for Kneecap Shots to stop incoming melee's. Are more precise, doesn't have any stat requirement, cost far less to shoot (especially with Gunslinger), gives huge Initiative bonus, gets a hefty damage increase from Sharpshooter - which now benefits BOTH my guns.
Though I'm not going to take Bullet Time as it will just give me a single extra shot per battle at the cost of a feat-; and 2 stat points. Ideally, I won't fire much with it, it's just to dish out that occasional Kneecap Shot.
Ambush seems great as there are a lot of bandits circling around lid up barrels, so I will definitely intend to pick it up in the future. Using Flares more is something I should be doing probably as well. However, Hit and Run while seem great to use but it implies me moving first to the point to use up most of my MP and shoot afterwards with the criteria to have a fatal shot. Upon observing, I rarely found any usecase for this and I don't want to tailor my approach around this. Even in cornerfights I always had enough MP to move back to cover. Which reminds me to mention the importance of Interloper. After restealthing behind a corner, it gives me 15 MP to step out and Snipe again the next round. That is very useful to have, as without it I was left without any MP and had to move using my precious AP. Also, the move speed while being stealthed is amazing. It really boosts my ability to carefully maneuveur between enemies and get far away from them before they notice me. Can't wait to get Quick Tinkering and just drop a Bear Trap in front of an enemy then dash away quickly, so that when combat begins, they will be stopped immediately allowing to distance myself better in confined areas. BTW 50 biology will be just enough to produce Crawler poisons, so that's great:) Nimble gives me more Stealth (thus more damage) and MP. Grenadier seems good as I just dipped into Molotovs and Gas Grenades. Their utility is great, but Frag and HE seems lame - the damage is far to small. But all in all, I rarely use grenades to be honest, so I might drop Grenadier in favor of something else, like Opportunist or Future Orientation.