I will take as I said, Small arms, Speech and Science.
Small arms to get better with normal guns (not energy), science to hack computers and speech to resolve situations and influence others (I know you can save and reload but that is not the way to play IMO)
The main stats are Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck
Strength
Modifies: Melee Weapons, Carry Weight
Not really worth in my opinion, only for the Weight.
Perception
Modifies Explosives, Lockpick and Energy Weapons skills
Endurance
Modifies: Hit Points, Resistances and the Big Guns and Unarmed skills
Charisma
Modifies: Speech and Barter skills
Good value to start with a good speech
Intelligence
Modifies: Medicine, Repair, and Science skills, as well as the number of new Skill Points per level.
The most important one, Repair and science are really useful at least at the start where you cannot afford to pay a trader to fix all your stuff, but it becomes less useful as soon as you start to find more "unique" items. To repair something you need 2 items of it to combine.
Also, more skill points = Better
Agility
Modifies: Action Points available for V.A.T.S., and the Small Guns and Sneak skills
If you are a heavy user of VATS invert points in this, and if not invert on it for the small guns.
Luck
Raising your Luck will raise all of your skills a little. Having a high Luck will also improve your critical chance with all weapons
All 7 stats start at 5 and you have 5 more points to distribute. There is a perk that allows to add 1 point to your main stats and you can use it up to ten (10) times (one every level up)
St - 6+1 with the perk
Pe - 3
En - 5
Ch - 7+2 with the perk
In - 7+2with the perk
Ag -7+2 with the perk
Lu - 5+3 with the perk
That is what I will go for a gunner who is gonna shoot the head of everybody with VATS and talk his ass out of situations while influencing others
I don't know if it's clear.