Move cooked shot as early as you can, and move Energy Management as late as possible.
Execute is bad idea due to splash damage, escape artist only good if you're planned to use unique weapon, which I think it's worse than Mad Scientist self-made Chem pistol.
Your crafting skill is too much. Check "crafting bonus" on Misc tab. If you want to go min-max, put +2 int for hypercerebrix (requires 70 Bio to craft). You need to see the (###) number, that's your effective skills. 170 bio is WAY too much since highest drugs requirement is 130. And picking it for poison sac ain't worth it unless you're thrower poison build.
30 dodge won't do anything for you so scrap em.
You picked practical physicist, so is it going to be hybrid Chem / energy pistol?