Damn dude this again, are you on here to piss me off , because the other people critizing my character actually have ways to improve , or are resonable to my character , SCREW YOU BUDDY :gun:

Sure
First things first work out what type of weapons you are going for. In your case I would assume lighter type infantry weapons, and rifles
I will also assume that you will want to go for killing deathclaws with a crit/sniper based build and be able to use shotguns, pistols for close range and VATs in case people get close.
So with that in assumption
S.P.E.C.I.A.L.
Start with this :
Str: 5
Per: 4
Endurance : 8
Charisma: 1
Int: 5
Agi: 8
Luck: 9
After that you can Increase your Agility with Small-Frame, Get all the Implants except the Charisma one, and increase your S.P.E.C.I.A.L with two levels of the Intense Training Perk
Str: 5 + 1 (intense Training) + 1 (Implant) = 7 (With the weapon handling perk you can use weapons with up to 9 str requirement with full ability. With power armor you can use weapons with a 10 str requirement fully).
Per: 4 + 1(Intense training) + 1 (Implant) = 6 (With ED-E you don't need any more than that. 6 is the minimum required for a lot of great perks)
Endurance: 8 + 1 (implant) = 9 (More than enough for you to survive most encounters. I usually go with a lot less but you seem to like having a lot of endurance)
Charisma: 1 (useless unless you want to hide behind your companions)
Int: 5 +1(implant) = 6 (I usually take off from Endurance and add it to int but with the Educated perk you usually end up with more than enough skill points in the end especially with two dlcs)
Agi: 8 +1(Small Frame) + 1(implant)= 10 (Putting Agi to max helps with VATS)
Luck: 9 + 1(Implant) = 10 (Max Crit chance + easiest way to make a lot of caps with playing blackjack at New Vegas casinos)
So perk build at level:
2. Intense Training + 1 to Str
4. Educated
6. Intense Traning + 1 to Perception
8. Grunt (By this point be sure to at least have Explosives:20 and Guns:45)
10. Finesse
12. Sniper (Before you reach lvl 12 you NEED to have gotten your +1 Perception Implant. Requirements for this perk are Perception:6 and Agi:6)
14. Shotgun Surgeon (Guns:45) or Cowboy (Guns: 45 Melee:45) if you don't like shotguns
16. Better Criticals (Perception:6 and Agi: 6 but if you got Sniper you already met the requirements)
18: And Stand Back (Guns:70 requirement) or Commando if you don't like shotguns
20: Grim Reaper
22. Weapon Handling
24. Jury Rigging (Repair:90)
26. Hand Loader (Repair: 70)
28. Commando (If you haven't gotten it already) or Concentrated Fire (Energy Weapons:60 Guns:60) (Has high requirements so be careful if you go for this)
30. Nerves of Steel
From here on you are pretty much just perfecting your character with perks that help.
Other perks that are great to have are:
Living Anatomy (Medicine 70)
Action Boy (as much as you feel like you need)
Center of Mass (Guns: 70)
There are also tons of other perks that are useful for Energy Type Weapons like Plasma Spaz (if you are into plasma weaponry) or Unarmed (Paralyzing Palm) but those are only if you want to go those routes and require entirely different builds if you want to do them effectively.
Another strange idea I heard from someone I never used myself is the Pyromaniac perk in combination with .50 cal incendiary rounds on the Anti-Material. I don't know if that actually works but someone said it does.
Of course different people have different builds and different times when they feel comfortable when they pick up certain perks so its up to their own preference. I personally get Jury Rigging as soon as I can (Level 14) because its so damn useful but most people find it hard to sacrifice so many points into Repair so early.