Oh. In that case... mmmrm, CQC specialist ideally with a side pistol. Which might turn into an arm cannon, or possibly a self-targeting Predator-style shoulder cannon if you want to go Aux instead of Con for just that one thing.
I'd probably start heavy End, since you're not going to be a useful melee specialist early on and End helps you not die when inevitably maimed. Think of it as sort of an admission for being in this for the long haul.
Next you'd want to figure out which of the three weapon groups you'll be using. Con is useful for cannons and space pistols, but I'm not sure you'd want to invest in it just to shoot someone with a one-handed gun in melee range every now and then. Maybe you would, but an automated targeting system of some kind could bypass that with some Aux, which would also be handy for using rockets or the like to maneuver around at excessive speeds.
Uncon is your primary for a cutlass, I suppose. It can also be used for manips, which is fantastic because if you're not going Con you'll want one of those or an amp to be useful-ish early. Unfortunately I suspect you're not going to want to space calculator mid-combat, so if you intend to use space magic once you're in your final form, you'll need Exotic as well.
Exotic is amps, as well as possibly any alien mystery boxes you might acquire. It's redundant with Uncon for space magic, but lets you do things with your mind, which may be a bonus if you're in melee and have a weapon in each hand already. I'd recommend it for very high-level stuff, but it would be spreading your skills thin.
Once you figure that out, you know what you're going to be doing for your first few missions and can allocate stat points accordingly. Then it's just a long, slow climb into a flippy cyborg ninja-pirate thing.