I can't shake the feeling that 1 ST/1 EN/1CH is going to end up being the correct choice for a gunner as well. I want settlements to be a cool, interesting, and (most importantly) useful feature, but I'm not going to be the least bit surprised when they turn out to be superfluous. And even if the actual settlements are good, is it really worth 6 CH and 2 perks for Local Leader? Supply lines sounds like more caps, and caps have never been an issue. Building workstations could be handy, but is it really needed in a game with fast travel?
Still not sold on IN though. The perks past 5--maybe 6 if your build requires it--just seem so useless. Not even sure Scrapper is going to be worth taking either. I assume those are parts used to make mods, but they could be so abundant from normal looting/vendors that taking a perk for it is pointless. Scrapper 2 seems to be stuff used to make EW mods so rank 1 is probably enough if you just use conventional weapons.
Out of curiosity, why do you want gunslinger, commando, AND science? No way you're going to have enough perks in this system to support pistols, automatics, and EWs.
I'm leaning towards S1 P8 E1 C1 I4 A6 L7 now. Concentrated Fire is just way too strong not to take when rank 3 adds a stacking 20% damage buff on top of the 20% accuracy. Pistols, carbine rifles, SMGs, LMGs, and riot shotguns have all had low AP costs and decent to high dmg/AP in the past.
Are bobbleheads gonna be tied to END though?
Nah, that was just for NV's implant system. Bobbleheads grant the point as soon as you pick it up.