Port Zenith always rustles my jimmies, but the end prize is well worth the hassle.
The area is difficult as you have lots of enemies on all sides - two tincans, two sentinels, two snipers, one marine, one dreadnought, three turrets and one skier. No cover to break the LoS aside from puny 1x1 columns, and you will be swarmed in no time.
Thankfully, with stealth we can cheese the fuck out of it.
Dreadnought goes down first. If you have traps skill, place EMP mines at the end of his route, he will step in them over and over again like a retard. In my case, it's EC imprint. Unfortunately, it breaks the stealth, so timing is important - I must place one without being seen by either the mech or patrolling sentinel. Sound harder than it is actually.
Then we can take out the workers, they are not a threat, but may compromise your stealth. In my case with 0 traps they also see and defuse my stuff. Two on the side opposite to entrance could be killed by imprints easily, the one closer to the entrance is more tricky. Place on imprint and then one trap right behind it. Worker will see the trap and walk to it to defuse it, stepping right into the imprint.
Patrolling sentinel goes down next. Can't use the imprint, not enough range, so had to use traps instead. If you can use cool poisoned traps or plasma mines this will be easy, in my case it is regular bear traps. Tedious as fuck, but reliable.
Then we take out the remaining two guys on the right side of the map. They don't go anywhere, so we place the imprint right next to them and them bait them into moving on it with orange detection level. A bit tricky, but not that difficult.
This way we cleared the entire right side of the map without setting alarm yet.
Two tincans, one closer to the entrance. the other on the opposite side. Wall them off with traps so they don't disturb you.
Now it's time for combat. In the center we have two snipers and a marine. Killing them shouldn't be a problem, and if you do it quick you may restealth and disengage. Although I recommend killing the tincan closer to the entrance too, otherwise he will go back to stand near the turret, and since turrets have true sight - this may be more difficult.
The remaining tincan on the opposite side could be killed quickly, and there isn't anyone to aggro anymore except the skier.
Turrets - not a problem since they can't move.
And now we get to the most tricky part. The skier likes hit and run tactics, and you don't want to kill him in the open waters because you won't be able to get your prize. So aggro him, then run inland to bait him to park right beside the walkable ground. And make sure to not damage the vehicle (easy in my case, just blasted him with neural overload).
And after all of this, we can finally claim our prize - our own jetski before joining the expedition