I did any EW / Science my first time through. My suggestions.
You can probably get away with 4 strength. Most of the every day use lazer/plasma weapons are have pretty low strength requirements. Obviously the bigger stuff needs more strength, but in my opinion , not really need.
Your crit rate is important. built to destroy + high luck + finesse is a great base.
Better criticals highly recommended (Per 6 Luck 6). No surprise there.
No perception higher than 6.
The recycler perk is a good choice, no surprise here. Those max charge cells give your weapons a little more kick and condense your ammo supply.
If you use built to destroy + max charge rounds you will be tearing through your weapons really quickly. Get repair up to 50 and start making repair kits. But that's pretty standard.
The Meltdown: Take at your own risk. I personally like it, but it can get really old blowing yourself up in CQC.
Forget taking medicine past around 30. Books and wasteland doctor fatigues will do the rest.
IMO, you don't need it and a character based around medicine is disappointing. No good perks are related to it, you'll have high science to make stims, there's so much health in the game you wont need it. Also your luck will be high so buying stims isn't an issue, if you play your cards right. Pun intended.
(Unless you want to go the chem route with chem resistant / party boy. But chems are so plentiful I don't see the point. Wouldn't be bad for RP purposes.)
I like the following perks/traits but these are pretty much take em or leave em
four eyes (science RP)
entomologist (science RP)
hunter (works great with your crit rate)
robotics expert (science RP / personal fave)
Just my 2 cents