Same, Sseth hyped me up and I bought the game yesterday, can't wait to get home and start playing.
Came to the forums to look for a Pistol/Stealth/Trap build, but haven't found one yet.
Here is the (heavily tested and evolved on Hard/Oddity) pistol/grenades/traps build that I was using BEFORE Expedition. It can probably be improved now (especially by using Temporal Manipulation), but it can get you started. Pistols are extremely fun, because there are so many different types of them (firearm pistols, energy pistols, chemical pistols), and there is always the right pistol for each situation (eg, energy pistols against robots, chemical pistols against energy-shielded opponents or if you are a Prodigy fan and like to set things on fire).
The build:
STR 3 DEX 10 AG 3 CON 4 PE 10 WILL 3 INT 7
(On levels 4/8/12/16 you add the free ability point to DEX to reach 14. This is a good number for DEX that lets you fire your pistols a good amount of times per round. On levels 20/24 you can do whatever you want with your free ability points, but I 'd put them in CON)
Feats:
Lv1: Aimed Shot & Gunslinger
Lv2: Nimble
Lv4: Point Shot
Lv6: Grenadier
Lv8: Quick Tinkering
Lv10: Opportunist
Lv 12: Execute
Lv 14: Critical Power
Lv 16: Cooked Shot
Lv 18: Mad Chemist
Lv 20: Sharpshooter
Lv 22: Power Management
Lv 24: Three Pointer
Skills:
Guns (always max points)
Throwing (got to get it to 30 invested points to get Grenadier, then you can drop it or slow down. I want my grenades to be accurate, so I usually take it up to 80 effective points or so)
Stealth (always max points)
Hacking (15 effective points on Lv1, then 5 effective points per level until you reach 130- I am talking about effective points as opposed to invested points, you will understand once you see the level up screen)
Lockpicking (same as Hacking, up until you reach 103 in effective points)
Traps (invest what remains, but you gotta reach 25 invested points to get Quick Tinkering, then slowly reach 115 effective points with no rush)
Mechanics/Electronics/Tailoring (same progression as Hacking, but the maximum numbers for crafting have changed with Expedition and I don't know the new ones)
Chemistry (take it up to 98 effective points at a convenient pace)
Biology (take it up to 70 effective points at a convenient pace)
Mercantile (take it up to at least 10 effective points by the time you are level 10)
I repeat, this is a pre-Expedition build. But it should still work well. You start with firearm pistols, ending up with a Hammerer 0.44. Later you will mostly be using Energy pistols (especially the Electroshock one, but also the laser). After mid-game, you will be using either energy pistols or chemical ones. If you are not doing good damage, you have brought the wrong pistol!