http://fallout.wikia.com/wiki/Fallout:_New_Vegas_perks this link will help.
as to chems, day tripper is free. that is it is a nonleveled perk. just drink a lot of booze.
as to melee, oh baby is heavy but fast. try them all and see what you like.
dead money won't allow you to bring anything in. if you can do it without tubo, no problem. but Implant GRX needs endurance at 8. you can get implants. also OWB will allow traits to be changed. you won't need skilled but you you might want to take it again for more skill points.
i like The Sprtel-Wood 9700. it does require a stength of 6. implant or OWB will increase such. oh, take laser commander. a level 22 perk that seems to work with all energy weapons.
there are several grenade launchers and rifles in the game. some can be bought in the wasteland. oh, might want the heave, ho! perk.
From what I understand, critical builds require a high critical chance, meaning perks that increase this. Weapons should be laser weapons, as they have a perk that utilizes more chance to critically hit.
Traits also seem off, but that is your choices. Skills are Energy weapons and Melee.
First, Light Touch doesn't work like that. It's bonus isn't affected by your weapon's crit chance, while everything else is. So the equation looks like this:
((Luck + Lucky Shades + Duster + Beret + Finesse) * Weapon Crit Chance Multiplier) + Light Touch
So you actually have ((25 * Weapon Crit Chance Multiplier) +5)% Crit Chance. If you're using a Laser Rifle, for example, that becomes 42.5% crit chance.
Now, as far as weapons go, ones with a high Crit Chance are: Pew Pew, MF Hyperbreeder Alpha, Gauss Rifle, YCS/186, Plasma Rifle, Q35 Matter Modulator, AER14 Prototype, Arch Welder, Flamer, Tesla Cannon, Tesla Beaton Prototype, and Elijah's Jury Rigged Tesla Cannon. All of these have a Crit Chance Multiplier of 2 (most of them) or higher (Pew Pew with 2.5, Arc Welder and Flamer with 4). That means most of the weapons listed will have a base Crit Chance of 55%. However, there are other sources of crit you can get:
Built to Destroy Trait - An extra +3%, which would give most of the weapons listed above an extra +6% Crit Chance. Balanced out by it's increase in weapon degradation, though that's not much of an issue with ED-E (free once-per-day weapon repair with Lonesome Road installed, and you can get that first upgrade without any fighting) or Raul (reduces weapon degradation by 50%). However, in order to get it, you'd basically have to give up the Skilled Trait (as it sounds like Logan's Loophole is central to your character concept).
Laser Commander - Only works with Beam weapons (on the list above, that's Pew Pew, the MF Hyperbreeder Alpha, and the AER14 Prototype), but increases their crit chance by 10%. Like Light Touch, this isn't affected by your weapon's Crit Chance Multiplier, so that's a flat +15% chance added to these weapons.
Set Lasers for Fun - This is a challenge perk that gives +2% Crit Chance to all energy weapons per rank. You get two ranks of it, and each one requires you to complete a challenge. The first is the Beam (Weapon) Me Up challenge, which requires you to inflict 25k points of damage with Rifle-grip Energy Weapons (description says Laser, but any Energy Weapon will actually work), and the second is the Set Lasers for Fun challenge, which requires you to inflict 16k damage with Pistol-grip Energy Weapons (like the Beam (Weapon) Me Up challenge, it says Laser, but any will work). Also, the crit chance boost provided by this perk is not affected by your weapon's Crit Chance Multiplier.
True Police Stories - Backed by Comprehension, this gives +10% Crit Chance. Unlike most of what I talked about above, this is affected by your weapon's Crit Chance multiplier, so with the weapons listed above, this is worth at least 20% Crit Chance. Unfortunately, I find that these magazines aren't very common (there are a total of 16 placed in-game, and that includes DLC areas), so the only reliable way to get them is to make them yourself via the Voracious Reader perk (so you'll need to pick up the INT implant before Level 22, and you may want to collect damaged books and Wonderglue in the meantime. Oh, and also pick up the Retention perk just before or after getting Voracious Reader).
With all of the above, you're looking at ((38 * Weapon Crit Chance Multiplier) + 19)% Crit Chance with anything affected by Laser Commander, and ((38 * Weapon Crit Chance Multiplier) + 9)% Crit Chance with all other weapons. Since most of them have a Crit Chance Multiplier of 2, that's 95% with stuff affected by Laser Commander, and 85% with the rest.
Also, I'd recommend also picking up the Laser Rifle+ and Tri-Beam Laser Rifle+. These only have a Crit Chance Multiplier of 1.5, but both are Beam Weapons (so they get the higher +19% Crit Chance, putting them at 76% while under the effects of True Police Stories), and more importantly, both fire multiple beams per shot. Outside of VATS, each beam has an individual chance to crit, so these can do a lot of damage if you get a crit with all three beams (or get a Sneak Attack Crit). The Laser Rifle+ is also an excellent overall weapon, as it combines solid damage, low spread, high ammunition capacity, and only uses 1 MFC per shot. The Tri-Beam Laser Rifle isn't as sturdy, and uses more ammo per shot, but in exchange, it does significantly more damage. Also, while both weapons fire multiple beams, outside of VATS, they mostly appear to be a single beam. You'll occasionally see a second beam (especially if you fire them quickly), but for the most part, you can expect to hit a single target with all beams quite easily.
Any reason you're dead-set on Skilled? From what I understand, the Chem use is central to your character, so you are probably set on Logan's Loophole, but are you dead-set on Skilled? Because for a build focused on crits, Built to Destroy is generally accepted as a must-have trait, but you've not taken it.