The concepts behind this character is that he can be in a bar and be able to overhear/record conversations at a nearby table, even though those at the nearby table have a white noise generator running. He could be the quiet drunk at the bar or slumped over at a nearby table.
He was designed to be a sneaking, eavesdropping peeping tom with both audio and visual recording abilities.
As for his normal tactics when combat happens, if he gets the "chance" he will start using his smoke, thermal, flashpak etc grenades. Use of such types of grenades will level the playing field so to speak, the fastest initiative, still has low chance of hitting something he can not see.
As for the opposition using ultrasound, well that is what the area jammer is for. I have a plan to have the area jammer linked to the "electronics" carried on him so he can reduce the effects of his own area jammer, so when he uses it, it screws over the opposition more than it does himself.
But having been in many games where some of those who threw grenades and did not have "any" skill in doing so, made things very fun for the GM and "interesting" for the rest of the party. So I will keep the Thrown Weapons skill but will tweek the skill with specialization in grenades. Also grenade launchers have a minimum range so dropping them near oneself is impossible. So I do not see him have Heavy Weapons skill.
Being the "normal" looking being, most of the time the opposition is seeking out the Trolls(Thug Bunnies) and or Mages. So unless he makes himself obnoxious he "should" not be high on the oppositions list of who to shoot/cast on first.
I will keep the aptitude ability for perception, if and when he ever gets to a 7 in perception... things will be interesting to say the least.
I will remove First Aide and see about reshuffling some skills and seeing how much I can get Electronics group too.
I have played under several "hard arsed" GM's, most of them did not use "linear" adventure runs, so if we the players found a way, achieve the objective with out large amounts of violence, we did not get penalized.
We did have one GM who tried using "linear" adventures against us, he gave up on "linears" after almost every time we short circuited his plans. but he found out that having players like our selves made things for him also.
I have found in game play and from in RL if one goes somewhere expecting a "fight" one usually gets what they expect. So when I play a "recon" character I usually carry a knife, no not a great axe, but just a knife, into most recons. Why you ask, if all you have is a knife and the opposition you are trying to sneak around has firearms, you tend to think very carefully about your actions, since you know if a fire fight breaks out, you will more than likely get body bagged.
The sequencer is fairly cheap, but look again at that.
The viper slivergun is silent naturally, but I have yet to have read thru the FAQ on Flechette damage. Will read thru it and make changes needed.
As for reflex recorders being used to aide in perception, but that is the way I read the rules in the book. Yes that abit of a "rules lawyer" coming out, but rules evolve due to such "rules lawyering" attempts like the one with reflex recorders.
Thanks to all for their suggestions/comments.