well OK maybe the title is a little hopeful of getting the plans (or more likely simply finding artifact versions of it all) but simply put looking at a warrior/rogue hybrid. So far I've got Axe / Archery / Dual Wield / Master of Arms / Tinkering Axes and Dual Wield of course to get the most out of two Clockwork Chainaxes, also it's AoE attack is the best for a surrounded character. Archery for Clockwork Bolt-Thrower and using AoE bolts. Master of Arms for health boosts/regen and overall survivability while wearing heavy armor (especially Imperial Boilerplate + Helm) Tinking for making crosbows until I can find/make a bolt-thrower, the clockwork limbs as well as bolts/traps/bombs and trap disarming. So the overall tactics are to stand off with a crossbow and pincushion stuff, groups will be dealt with by AoE bolts and bombs, those getting close will have to deal with traps before finally facing me with dual axes and heavy armor. The real question is what to fill out the final slots with, bezerker isn't really an option since melee is the last resort, same goes for assassin. Also not taking Smithing since it's simply a wasted skill. I guess the main things I need to fill out the build are some way of healing and teleporting, a pet of some kind wouldn't hurt either... although with me looking at a full set of heavy armor most magic is pretty well out of the question.
Wand lore for Coral wands, Alchemy for healing potions, or Psi for crystals - none of them cares much or at all about the magic stat. Alchemy will also dovetail nicely with Tinkering for making Acid and Poison Bottle Bolts, Brimstone Flasks, and Purity potions. If you don't mind brainsmashing micromanagement, Fungal can also do the trick. And Burglary is always useful - fills out the trapskill Tinkering doesn't, regularly-usable port, and infinite lockpicks, plus the free junk from vending machines helps early. Since you're focusing on archery with melee as a last resort, Killer Vegan could provide some nice statbuffs - as long as you shoot animals, there's no curse applied. And berserker could actually be useful at the later levels - the innate resistances help cover gaps, and the skill that applies 100% crit on "your next attack" doesn't decrement off ranged attacks. Archaeology could also be useful - again, covering the trapskill Tinkering doesn't plus the ability to eat artifacts for XP.
You should also check out my Clockwork Knights mod. It adds a bunch of new content that would nicely complement your play style. http://community.gaslampgames.com/threads/clockwork-knights-1-6-huge-update.1817/