http://underrail.info.tm/build/?Hg4MBgMDAwUAAADCoAAAwptzAEYAc3MAc3MAwqAAwqAAAAAxOStpGMKowocGB0sDVCYSQsKpwrYN4qe-BeKpmAXitqAF378OK, it's fragile mobile fortress. But your main mean of defence will be mobility, and armor mostly for Heavyweight critical bonus damage, you shouldn't be tanking damage really with your 100-200 hp.
You want metal armor as heavy as possible, with blades to proc Vile Weaponry, and 95% armor penalty.
The main trick here is that Movement Points you get from Psycho-temporal Contraction (PtC) does not affected by your armor penalty, so between Sprint and PtC you will be as mobile as that skinny dude in leather armor (but not really).
So, you get 30 MP from Sprint for 2 turns, and who knows how much from PtC with skillpoints pumped in Temporal Manipulations for 3 turns. Given the damage output of this Mobile Fortress, with its 200% crit damage bonus, it will be enough to eliminate most of the threats for that time.
Things I'm not sure about - Vile Weaponry or maybe Crippling Strike? VW takes time to proc, but it's good against sturdy enemies like crabs which could be annoying on Domination, CS could be useful against melee sledghammerers (and on Arena) or against some enemies that use AR. Well, in my opinion Vile Weaponry looks more useful, especially we already have Bone Breaker for bosses.
Or you could take Trigger Happy and forget about those two above.
Also not sure in specialization points allocations - how good is math-wise Improved Unarmed Combat Damage, but bear in mind this feat increase your base damage afaik, which is further increased by Heavy Punch, Crippling Strike and the like.
And what difference is between putting points in Cheap ShotCritical Damage and Critical Power.
Skillpoint allocation is very approximate, do as you think it will be more useful.