it goes over my head, I thought that all temporary int booster got removed, that'll helps a lot to saves some crafting points, although I wouldn't count for Under Pie, it seems to be a chore to stock up, and 3 skill points aren't that much anyway
It's really not that bad, also you are not crafting all the time, you will upgrade your weapon&gear 3-4 times max during the game. And it's not really 3 points, its 3 x (mercantile, hacking, lockpicking, mechanics, chemistry, biology, electronics, tailoring) so a whole level of points. Enough to get you an Electrokinetic imprint. Not needed, but if you want to min-max its there. Your build is not hurting for skill points so just ignore it.
extra stun might comes in handy, electrokinetic imprint is quite cheap and it doesnt need trap + quick tinkering, and force field would be neat. idk about Thought Control, though. Trap doesn't sound good on the overall theme, plus I need to swap to stealth gear to do setup before going combat. does "wasting" stealth point for some stealth result worth it, compared to just relies on gear / straight up kill everything? since I have 3 agi without nimble, it would get reduced quite a lot isn't?
Thought control is reeeally nice, but ofc not needed at all. Bear traps are extremely useful at the start but again, not needed. You can stealth no problem with 0 points in stealth and 3 AGI with proper gear even on dominating and with just 50-100 points invested you are a ghost. It is nice to have that option if you find yourself in a sticky situation, and especially nice in the last "level" of the game. I would seriously recommend 50 points here, and get some half-decent stealth gear and keep it at all times.
I thought the cap are 130 lockpick and 135 hacking?
You have armor that gives +10 to both, also easy to get in early Expedition. There are ~10-15 130 skill checks in-game, so you can count in Under Pie if you really want to min-max. 135 hacking check is a computer console so you cant use your +15 bonus from Huxkey (or any hacking tool) and all it does is removes one of the best fights in the game. I somehow checked your skills with +2 INT turned on that's why I made that comment, your build is not hurting for skill points so there is really no need for such min-max.
it might be better to just balls deep with 95% armor penalty w/ 3x tungsten plating, I guess. even if I could reduce a bit w/ 3x super steel plating and armor sloping, it only gives me less than a step. I picked aimed shot because its good to kill some critters without spending more bullets. I could also use sniper rifle for opening (although idk if its good enough without snipe + max stealth) I just like it in general unless I'm feat hungry. wouldn't Future Orientation good enough with 70 TM point invested? I put premeditation a bit later because I dont want to instantly took the pill, since I'm focusing more on the fighting, and less on psi. the plan was to pick the pill after depot 1, then invest on TM and get Haste. although it might be better to go usual psi route if I take Psychokinesis. for thick skull is it better to start with 7 CON 10 PER -> 10 CON lv 12 or focus on PER and left the last 3 CON points on veteran? idk how much impact PER on accuracy, since it'll be frustrating if I have to deal with <80%. scrutinous sounds pretty good, but idk if my PER is enough as is
Future Orientation reduces CD of Temporal Spells by one turn, you are only going to use one Temporal ability that really does not benefit at all from it. If the fight lasts 5-7 turns you will have 20 extra AP total, that is the whole benefit, really not needed. Its a great feat for heavy CD builds because it also reduces CD of Limited Temporal Increment that in turn reduces the CD of everything else, but AR Tin-can is the exact opposite of that, especially your variant that is basically just focused on high precision with burst. As for sniper rifle, you will use 2 Assault rifles at all times and Aimed shot might save you a bullet or two doing mop-up when you are finishing off one or two low-hp enemies.
I was thinking about SI QoL, I guess on end-game, my DR should be high enough to reduce everything to not quite fatal, and with high CON, it should be manageable. does suppressive fire no longer slows and combo with Opportunist? it seems like a good pick.
Opportunist is a great pick, especially if you pick it early. Specialization points in Opportunists are a waste because all passive bonuses are additive, and by that point you already have a lot, especially with a couple of Concentrated Fire procs. So that 9% damage increase is probably closer to <1% damage increase.
for weapons >
7.6 Marauder with Rapid Reloader&Muzzle brake or Anatomically Aware Scope
why this? the AP cost doesn't fit enough compared to the other 2 w/ haste and adrenaline shot
You can fire marauder with rapid reloader 2 times with 70AP, and that's all there is to it.
My revised build
https://underrail.info.tm/build/?HgkDAwoMAwbCoHAAAAAAMl9tAABtbVpLVAAtAEYRAEwrASZiOyoVSlVJUMKHY0sxwrUI4p-iBd-_
At least replace Recklessness with Scroutinous, the same benefit no downside, but I would take both. Also, 17 persuasion is a waste, it is 30 effective with synergies but you will not level up mercantilism until much later, at the point where 30 persuasion won't help you at all. You should level up persuasion first in the builder and then mercantilism. Think about some pickpocket its really nice, 50 effective and you can steal one item from everyone. Everything else skill-wise seems good. Keep in mind that it is possible to find higher quality components so its always nice to have some points in reserve if you get lucky.
You should invest your specialization points into crit, even ignore Full-Auto. Just with 5 points in crit SI, Focus drug, Recklessness and Scroutinus you have 70% chance to crit, 90% if you switch your helmet for Goggles. And with 10 points into Critical Power, each crit from your Huszar will do ~5 times more damage. If you want damage this is the way to go. If you want utility, reduce CD of Premeditation is your first pick. Also speccing into Commando for 9 extra AP is nice on AR, it will raise your leftover points enough so you can move a couple of spaces and use a drug/heal.