Wouldn't it be a better idea to dump STR to 3 and spend those 4 point into PER instead?
I assume it's mainly for the Full Auto feat. 2 more shots per burst is nice, but wouldn't increased THC work better? I don't think relying on stuns so much is a good idea, especially if you play permadeath.
Also taser/dirty kick is something to consider as well. Taser especially for robots.
I could dump STR and invest into PER but then I could dump the whole idea about melee as well. 7 STR is not only for Full Auto but also for Wrestling and Bone Breaker which are both important for combat gloves. But even without those two feats in mind 7 STR is still worth it for any 5 bullet-burst weapon. That's an increase by 40% when it comes to damage, 4 points in PER can't make up for it. Don't get me wrong, for most ranged builds I value PER more than anything else but this is a special case.
It's basically a melee build where ranged combat is (almost) point blank. Distance modifier hardly plays a role here, especially when we take stun into account. Don't forget that this build also has Cheap Shots. With 14 dexterity and maxed melee, even late game it's not really hard to land 3 consecutive melee hits if I have 8 tries (32 AP) and still want to be able to use burst atleast once. I don't have to rely on stun at all. If the enemy doesn't get stunned or incapped and I can't reliably hit with burst fire I can still go on hiting with the gloves and stack Vile Weaponry/Bone Breaker/Contaminated (from the Claw) debuffs, or in a given situation burst regardless of hitchance, reduce AP and MP of everybody in the burst cone and retreat behind the next corner providing I have enough MP left.
Regarding the precission, I'm not sure how burst penalty exactly works. The only other gun that has one is the Huszar AR which has only 5% and I never use it. I think it's a flat chance to hit reduction so in worst case it will bring the 95% hitchance down to 75% which will on average equal 5.25 out of 7 bullets hitting the target. That's not that bad actually. I don't think that 10 vs 6 PER would be of any help in this matter. 6 is for sure enough for 95% base hitchance at close range vs 0 evade. I can't bring the hitchance to 115% to have it reduced to 95% anyway.
Dumping STR would also lead to awfull carry capacity and would in turn force me to waste a precious feat slot just for Pack Rathound. If I would free two feat slots I'd much rather have Nimble or Crippling Strike.
If it turns out that Tommy Gun doesn't perform as well as hoped I have plan B to use one other unique SMG: Syg MPX which has better damage (25-37), base- and burst precission bonus instead of a penalty, 125% crit damage but also 16 base AP (need 15 dex to get it down to 9) and 8.6mm bullets (crafted are inferior to .44). I absolutely love explosive rounds as they synergize extremly well with the Expertise feat. Bonus damage not only aplies to base bullet damage but also to the explosive as well (mechanical part only) and it's amazing vs tightly packed crowds so I'd really love to keep the Tommy Gun here.
One thing that bothers me is that after I initiate combat from stealth I have to use Sprint to get out of .44 explosive range if I don't want to waste any AP. I usually like to save Sprint for strategical purposes.
Good thought on the taser. It should definatelly be the main melee weapon against robots. They can't bleed and don't have ribs either.
I'm not a big fan of Dirty Kick though. With 15 AP and 6 round cooldown it completely pales compared to Combo and it too can miss. Hitting once instead of 3 times would also miss some debuff stacks I mentioned above.