Yes, it's a pitty Mad Chemist doesn't work like that, since Chem Pistols seem to be designed for that CC role.
Btw, chance to CC for acid pistols suck compared to incendiary pistols...I guess it's because acid is less resisted but still.
I still think that Deadly Snares is an overkill, but actually it was for Hard, not sure if it's overkill now with +50% hp.
Anyway, you have no room for it, or you can take it very late in game, I think you'll reconsider about it, so don't pour skilpoints in Traps more then needed for QT.
If you want to make trapsless detectable, bear in mind that if you set trap around the cornet, even if you have 0 skill, most likely NPC trigger trap because he won't have time to detect it. Also, in a fight they detect traps very badly.
My idea was not to solely rely on Ambush. I can be wrong, but this way, I can still achieve criticals against burning-immune enemies or in iluminated places. Not many great alternatives IMO. I will keep trap skill high since there could be no corners.
Paranoia is quite useful, especially with that huge amount of Per.
On Domination everyone who has stealth, has good stealth.
Also, my advice - don't go to Lurker territory early on, and even later, they tear you apart without good firepower, or good defence or good crowd control.
I can't even reliable hit them without reloadfest on 15 lvl with 10 Per.
That's insane. Those gave me a lot of headaches on Hard difficulty in the past...