Well, if you're OK with Sniper + AR, then I'd say
6 Str, 7 Dex, 6 Agi, 3 Con, 9 Per, 3 Wil, 6 Int for starting stats. You're gonna want Sprint if you're not using psi, so you need 6 Agi; you're gonna want Grenadier and maybe Quick Tinkering (those of us who've been here a while cry about the QT nerf but it's still very useful even though it's much less god-tier than it once was) so you need 6 or 7 Dex. Eventually you may want Full Auto which would mean you'd have to put one more point into Str, but otherwise you can put your points into Perception and really get that effective Guns skill way up there. Gun Nut as a perk is a little underwhelming so I'm not suggesting 7 Int, but if you really want it, you can just slip one point from Per (or Dex if you didn't want QT) into Int. 6 Int, though, lets you get Armor Sloping - if you think you might want to wear metal armor - and/or Ballistics. You're still going to have to sink a lot of points into crafting, but with housing bonus, Hypercerebrix, and Under Pie, you can make just about everything you could possibly want with 90 Mech, 100 Elec, 38 Chem, 80 Bio, and 85 Tailor (that's real points invested - it'll yield effective scores of 141 Mech which'll make you plated super steel armor, 157 Elec in case you find really really high quality shield generator parts, 69 Chem for mk.IV genades and mines, 131 Bio for Super Soldier, and 132 Tailor for 160+ quality vests). That'll still leave you enough points for Hacking, Lockpicking, Guns, Evasion, Stealth, Mercantile, Traps, Throwing, and still have a few points left over. That, to me, seems like a pretty viable build - and I've played builds close to that before, so it's not a total wild guess.