Excellent build that seems really fun.
Here is my UNTESTED planned variation:
Custom version w/ Dodge, Evasion and EMP MK III mines for early Archives. Build: 1 point from WILL to CON to take Fast Metabolism at level 1, 4 or 16 depending on when you want to take Fast Metabolism, Lockpicking and Hacking ditched because of Low DEX and INT (Edit: decided to keep enough for Depot A and vents) Persuasion ditched because I don't like it, instead I'll pump Intimidation, Dodge, Evasion* and I plan to wear Infused Siphoners leather armor and tabis (hence I can ditch most Mechanics as well, we won't use Tactical Vest past the early levels, if ever, because I don't like it, but DO NOTE THAT YOU MISS 10% PSI REDUCTION), I've pumped Biology to be able to craft Regenerative Mixture with the Bioinvestigative Belt and Motion with Hypercerebrix, Bioinvestigative Belt, house workbench and Underpie. I have enough Mercantile to pass Constantine's check with Hypercerebrix and Underpie. Nagas are dealt with thanks to traps and EMP mines MKIII (90 effective skill required, reached with Jacknife and Trapper's Belt with 83 points invested in Traps and 19 in Mechanics as soon as level 15) ;
Road: Newton's quest (use bear traps and molotovs) -> GMS (stealth through the second level, use Intimidation for the Raiders during dialogues in the third to avoid fighting them) -> Black Eels (thanks to Stealth) -> Abram's quests (thanks to Stealth mostly) Depot A (traps skill make it easier, use Bear traps and Molotovs, EMP to get the card guarded by Plasma Turrets) -> Beast quest** (Bear Traps, Mines and Gas Grenade) -> Jack Quicksilver's quests and Expedition -> Stealing a Patroller thanks to TNT in order to join the pirates -> easy Archives w/ EMP mines MK II/III to obtain Hypercerebix and Plasma Beam mentor -> Unlock last store of Constantine w/ 95 effective Mercantile to get the Cyclop's Eye (you might want to use Cheat Engine for the refresh obviously, I hope there will be a static location someday).
I think reaching level 15-16 is easy with Oddity system, high Stealth, the Black Sea unlocked and various sidequests where fighting is optionnal, I'll tell you after some testing. I'll liberally abuse Caltrops and Gas Grenades (you can craft them from level 9 on w/ 50 Biology 11 Chemistry points investement) and Stealth and Traps if needed.
* Do note that you won't obtain and use Precognition, so I don't know how will it fare in this area: that is why I put UNTESTED in capitals. Still Uncanny Dodge is good on its own and evasion helps against explosions. Not getting hit in order to not lose Tranquility is important and that's also the reason why I think Sure Step is a good addition.
** If you have Persuasion or have a female character, you can complete Jack Quicksilver's quest in Foundry without slaying the Beast therefore you just need a way to get a jetski and join the pirates, there are many possibilties to do so aside the Beast quest for you to chose.
Last remark: Do note that you can cast 5 Plasma Beams in one turn with
Psychosis builds as well. With lesser base damage, higher critical multiplier and 99% critical rate for 2 to 3 of them, one guaranteed critical and 64% critical rate for the remainder. But it's very late game and assumably less easy to set up.
In progress: I'm currently starting this build slightly revised to get to level 16 ASAP.