WP (2): Short sword, Short bow (Do I need 2 slots for bow? If so the second one would be dagger.)
CW WP (1 Bonus): That's hard. Do you have a list of items already known in the settings? If not I thought about machine gun

but if that's not allowed than a needle thrower. You can calibrate N funnels, for each set angular range (vertical and horizontal) and it throws X needles/rnd in this angular range. So it can target multiple target but has chance of hit in reverse proportion to the angle range.
Rolling "To Hit" means if the calibration was OK.
There is a chance the device will mulfunction and it can have several affects. The simple one it fires somewhat off of the calibration direction. Another one is the power it shoots the needle. Third issue could be it starts rolling and shooting all over (hopefully very small chance

) and lastly it can break (or some of it breaks).
It could be combination of CW, strings and might be steam. (Maybe in the future Rey will improve it to be heated or freezed to add additional type of damage).
So if To Hit is barely miss, or there is malfunction that causes Hit become barely miss, increasing the angular range of the funnels will increase chance to hit anyway, on acount of lowering the damage.
You can limit N and X and decide bonuses/penalties for range/hit/damage and decide the chance for malfunction as you wish
Sounds fine?
Does it sounds reasonable that Tinkerer can improves his devices as he levels up? Another improvement of this device would be timer and wheels so the device can be thrown or a path programed to it so it can move and shoot after some time.
NWP (8): before completely choosing them, I wanted to ask something about the Tinkerer. Since DEX is requirement, would it be reasonable to have some kind of NWP such as Tinkerer improvisation that will let the Tinkerer use his devices with some improvement (Say improvise a trap from few metal strings, sword and a door, or partially fix broken device so it can work anyway, or had +1 dmg of special events and so on). Now if such a NWP would be allowed, would it be reasonable to say that ambidexterity will stack and add bonus to these rolls?
I took the proficiencies from
the complete book of prof.
Bartering (1 slot, 13), Appraising (1slot, 15), Bureaucracy(2 slots, 15), Set Snares(1 slot, 13), Tumbling(1slot, 14)
If what I wrote doesn't ruin balance and acceptable, then the 2 other NWP would be Tinkerer Improvisation and Ambidexterity,
Otherwise it would be Quickness (2 slots, 14) if you allow it and if not then it would be Read Lips(2 slots, 13).
What else? Items? Can you roll for money. Also, Bartering can get me discount so would you translate it to extra money or constant discount for setting up the character or you want me to role play and roll proficiency to each item I buy?
Do I have skills I need to put percentage in them?
What about backstabbing?