140 (or 130) in TM is a waste. You should either get (effective) 55 for Contraction (or maybe 70 for Stasis I guess, although I never once used it) or 100, or 150. The latter two are the thresholds for better Dilation + Recurrence (and Rewind, which I didn't use either). While at 150, you can enjoy spamming continuous Contraction (with Future Oriented Increment) as the chance of getting Dilated is merely 30%.
Same with your Crafting skills. I would either increase Machanics and Tailoring, or just do not invest in them. 100 points will not result in anything substantial (I would recommend increasing them). While Chemistry and Biology are a complete waste in my opinion. With Chemistry, you pretty much only need 60 at max if you want Napalm Grenades (and a min of 20 for Gas Grenades and Molotov), but Frag and HE sucks on all levels. They just barely dent the enemies.
Same for Biology. You will be drowning in various drugs you loot, allocating points to Biology only makes sense if you want Crawler-poisoned Bear Traps (50 effective points) or Regenerative Vest. But since you don't have points in Traps at all, you can leave it at 20 for Gas Grenades. But aside from the usual stuff you find on literally every corpse, there's no point in crafting any drugs - especially the high-end ones. Those usually require you to spend hours on the wiki to track down and travel to the most hidden Expansion locations or in DC at engame level when the game is about to be over anyway and try your luck fishing for rare aquatic creatures with a 1 to 232342345435345634 chance and congratulations, you can craft like 3 of these super drugs during the whole game for fights you should win without these anyway - but now you won't, because you wasted all your skill points on Biology instead of something useful.
Crawlers are easy if you spot them. With high PER comes high Detection, put on a Motion Tracking Goggles (Night Vision recommended due to the usual darkness). The problem is, without Stealth they will notice you and come forth to attack. With Stealth they are oblivious to your presence and with Detection, you can see their shadows in the near distance. It's a race of who notices the other first. Once you won the match, you can initiate attack and with your Paranoia (which is pretty much the anti-Crawler feat for it's boost to Detection and damage) you can finish them by attacking first. I would not go glass cannon without maxed Stealth (and preferably a ranged approach), but why these builds are so powerful is that not raising CON saves you an immense amount of stat points.
Coil Spiders are even easier. I always scout ahead in Stealth, notice them in the distance and can leasurely initiate alpha-strike, so they won't shoot me. Stealth is your best solution against these critters and aside from this, there are tons of other benefits involved with it (especially with Interloper). In general if your Initiative is low (sub 30), then you pretty much have to be a tank or have Stealth.