I prefer high Dex melee for such hybrids. Your weapon of choice could be combat gloves and you can take the feat which increases your Dodge based on your melee skill as long as you have your gloves equipped. You could operate some form of ranged weapon that benefits from high Dex such as a chemical blob pistol or an SMG with the Versatility perk - either are fine, but if you put only a small investment of 35 into Guns you could get Cooked Shot for extra AoE with chemical pistols. Otherwise SMG will operate quite well without anything else than the Versatility Perk. You should put some points into Throwing, but not max it as it will scale nicely with high Dex. Having explosives and throwing nets as support is nice with such a build.
Because you will be saving off of Dodge you will be able to get your Evasion quite high, as well.
For such hybrids I'd choose only one school of Psi. Running two might not be feasible because of too low a skill point pool. I notice you show a non-Expedition character. This means there will be only 20 levels. If this was Expedition you might be able to make a 2 Psi school hybrid, but I also doubt that quite a bit... better stick with one. I suppose the choice comes down to Metathermics or Psychokinetics. Personally, I lean towards Psuchokitecs. If you take a feat called Expose Weakness your Proxy with your Implosion will do a lot of work.
From Subterfuge I'd take only Traps and Pickpocket. Because of high base Dex those will scale nicely and will cover some of the weak points of such a build without asking for too much of an investment over the long run. Stealth is always nice, but without sufficient investment early on it can only work in late game and only if you add in additional items which boost it. You could go full Stealth from the beginning, but it won't leave points for Pickpocket or Traps.
Some form of Crafting is always good for such builds. I'd focus on Mechanics, Electronics and Chemistry. You might not have enough points for Biology and/or Tailoring, but you should aim to put some into those eventually. Neither of the Crafting disciplines need to be maxed, plus there are crafting benches later on to help you with that. Still, I don't think you will be able to get all 5 to optimal levels.
Finally - Social. I lean heavily towards Mercantile, but I suppose it comes down to personal preference. I think you will be able to get Mercantile to adequate levels, though, which will boost the late game quite a bit.