Gun Nut is thoroughly meh at best. Having 7 INT just for that one feat is a waste of an ability point, but if you're going to put 7 points in INT for some other reason and you have absolutely no other feat that you'd rather take instead of Gun Nut, then sure, go ahead.
Clothier is also, in my opinion, pretty bad. It only affects Aluminized, Black, Blast and Kevlar Cloths, and none of these are exactly critical components, except maybe Black Cloth if you want the absolute best Stealth bonus.
Crafting skills are kind of a problem for all builds that invest heavily into Evasion and Dodge, if you also want to have some Subterfuge skills. The best component quality you can get before Deep Caverns, Super Steel excluded, is I
believe around 135, give or take 5 points, but components of this quality seem to be quite rare and often the highest you'll find in any shop hovers just below 130. The vast majority, or perhaps all, crafting skill requirements are quality * 0.8 or less, which would mean effective skill of 104 to be able to use quality 130 components, but any optional components in a blueprint increase the skill requirement so usually a somewhat higher effective skill is needed. Quality 160 Super Steel plates and whatever quality Infused Leathers are possible to get after their recent nerf obviously require higher skills as well.
Noteworthy is also the fact that these days many merchants can give you access to special stock if your Mercantile skill is high enough, but I personally don't know how useful that really is for crafting. They certainly have more stuff for sale and more money as well, but whether or not the things they sell are actually of better quality seems to be a bit unclear.
If you want something different, I've saved two of Wildan's Sniper + Assault Rifle builds:
First one is an offensive variant:
http://underrail.info.tm/build/?GQcDCgQQAwPChwAAAMKHwofCh1REAADCh3YAAMKHAAAAAAAAASQ5OzUPFUpJQUcCM0sAnd a more defensive one:
http://underrail.info.tm/build/?GQcDBgoOAwPChwAAAMKHwofCh1REAADCh3YAAMKHAAAAAAAAASQ5OzUPFUpJAjNLYwgThey're not quite up-to-date, though: crafting with INT 3 is currently kinda crappy, since Junkyard Surprise can't give +2 INT anymore. This will apparently be changed back when the Expedition DLC is released and brings with it the +2 INT Hypercerebrix drug... unless that thing has steep crafting requirements by itself, which would suck a lot. These builds also have way too much Dodge in my opinion, and I'm not sure why both of them have 7 STR instead of 6, considering that the only AR that requires 7 STR is the Huszar.
Edit: I'd also recommend Hard instead of Normal, mostly due to it being a much more interesting difficulty setting overall. Normal is great for the first playthrough, but for reruns it's too easy, in my opinion.