+1 on removing 2 STR and put it in INT.
You could swap Trigger Happy and Steadfast Aim with PP and Power Management. It's easily the best crafting feat in the game. Don't worry about overkill damage, some enemies will resist energy/electricity/heat.
7 INT will allows you to reduce some of the crafting skill, so you could max TM. Keep in mind that they changed PTC
https://www.stygiansoftware.com/wiki/index.php?title=Psycho-temporal_Contraction.
Also, I would recommend removing Metathermics. 5 INT only allows you to innervate 4 psi (2+ INT/2). And dual school will destroy your Psi, practically makes you consume psi booster each time you cast anything. And with low WIL/INT, you won't have enough psi regen to sustain it. Cryostatic also have huge psi cost. Plus, you can't shatter enemies with Cryogenic Induction because you didn't deal any Mechanical or Cold damage.
If you want to roleplay, Static quite literally do that. It froze the enemy in time.
And be wary with Last Stand. You only have 1 turn for max HP, and after you end your turn, your health will goes down to 1. Although this can be somewhat mitigated by casting Static on yourself, and hopefully you could inject hypo and morphine after it wore out.
And in case your feat plan is in order, I would put Quick Tinkering on level 4, and delay everything but Critical Power and Increased Dexterity. QT is such an amazing ability, that and grenadier could carry you through Depot A, in which point, your pistol might not strong enough to kill mutants reliably, and it's very expensive to repair energy pistol this early.