Do you have a link to a build guide? Or at least some stat/feat recommendations to start with?
I have an old one that's designed for ironman, so it has more survivalability than necessary if you don't mind reloading once or twice. Feats not in order.
https://underrail.info/build/?HgcHB...WMBVOSkkrwodjAmFPwrXCiDvDjuKjsQXip6oD4qe0B9-_
You can lower CON at put more points into PER. You don't need conditioning and thick skull. You can also lower DEX if you're not gonna pick escape artist but I actually recommend getting it regardless, it's a life saver. Or quick itnkering if you don't want traps but it's one of the most OP things in the game period. You can also play it as is, you're going to melt everything slightly slower but be harder to kill, your choice.
The skill distribution is also very meta so I'd change it if you don't know the exact thresholds for everything.
Max guns
Get throwing to 123 effective (you get max hit chance at max range with grenades at that skill level)
30 base dodge is for escape artist
Max stealth
Hacking should go to 135 effective with all possible boosts, same for lockpicking, can be slightly lower as that much is only useful for one container each before Deep Caverns. Both of those containers have the same pretty useful item (biohazard suit), up to you
About 50-60ish pickpocket is amazing for all the money, ammo, drugs and XP you get from it.
Traps you can disregard completly if you don't like them, I like at least 40 for crawler bear traps.
Mechanics/electronics/tailoring you should be pumping pretty high, I don't have the exact numbers on hand at the moment but just keep pumping if you have seen anything you can't craft with. 70 bio so you can make the +2 INT drug that will increase all of your crafting, hacking and mercantile by a lot. Need 40 (or 60 if you want to make more) chemistry to make incendiary 8.6 ammo which is amazing because it can fear enemies.
35 MT for cryostasis alone because it's an on-demand guranteed incap, can't miss, can't be randomly resisted, life saver
As much TM as possible until you hit 166, that's when risk of contraction backfire hits the floor.
105 effective mercantile for best components from Hana.
Also, in a build like that, are you just crafting your own grenades?
Not really worth the chem investment to craft the best damage nades when you can use electronics to craft the best plasma nades already, which deal more damage but in a slighter radius.