High agility.
Small guns.
Sneak.
Sniper Perk.
Finesse Perk.
Commando Perk.
Better Crit Perk.
Silent Running Perk.
Action Boy Perk.
Nerves of Steel Perk.
Grim Reaper Perk.
Not a bad perk list but there's a few things I'd do differently. First of, where's Gunslinger? While sniping with a .44 isn't the traditional way of doing things, it works quite well in FO3. Second, there's no Toughness, no Strong Back, no Comprehension, no Ninja (which is okay without Broken Steel but should be in there otherwise), and finally there's Nerves of Steel included, which sounds good but really isn't. 1 more AP generated every 10 secs? That's +0.3 AP / sec, which is laughable when you're regenerating something like 3 AP / sec by default.
With Broken Steel, this is probably how I'd go about it.
Spoiler
2: Lady Killer / Black Widow (BW is generally better since there's more male hostiles around)
3: Swift Learner
4: Comprehension
5: Your Choice (I'd go with Entoologist, but then I also hate bugs to begin with)
6: Gunslinger
7: Toughness
8: Strong Back
9: Commando
10: Finesse
11: Your choice (possibly Blood Mess)
12: Sniper
13: Silent Running
14: Robotics Expert
15: Cyborg
16: Action Boy / Girl
17: Better Crits (or switch this for 16, doesn't matter too much)
18: Concentrated Fire
19: Your Choice
20: Grim Reaper's Sprint
21: Ninja
22 - 29: Your choice (probably some Pyro, some Demolitions, but not too many worthwhile things in vanilla FO3)
30: Almost Perfect
As for SPECIAL attributes, I'd go with this.
S P E C I A L5 6 7 1 9 6 6
Strength is 5 for Strong Back and carrying capacity.
Perception is 6 for Sniper and Better Crits. Also makes it easier to not walk head first into an ambush.
Endurance is 7 because more health means you stay alive longer and that's awesome. A case could be made for dropping this to 6 and buffing Luck to 7, though.
Charisma is 1 because it's a useless attribute. Won't give you anything that points invested into Speech wouldn't also give you.
Intelligence is 9 because then you can travel to Rivet City early, find some weird int-boosting gizmo, and have a perfect 20 skill points / level from then on. 20 SP / lvl = awesome.
Agility is 6 because Action Boy / Girl and Sniper require it. Seems odd not to invest more for a VATS character, but you only get 2 AP per point invested.
Luck is 6 for Better Crits.
If you really want to go the agile route, you can drop Endurance to 5 and put both points into Agility. You could then spend your lvl 5 feat on Intense Training and take the bubblehead early and have a perfect 10 agility throughout most of the game.
As for tag skills, they really don't matter too much, but I'd definitely include Repair and Small Guns among them. Last one is a toss-up between Science, Lockpick, Sneak, and Speech. Medicine is fairly useful too. Good thing is that the Medicine bubblehead is available rather early and that 9 Int base means you'll get all those skills up and running at a decent level quite soon.