I like to suggest some perk changes/tweaks, based on my experience and tests, some perks feels underpowered, while others are extremely situational (bloodthirst, evil scientist).
Action boy: 2AG only gives 0.88 AP Regeneration, and compared to bonus rate of fire it offers less advantages in terms of DPS, a small buff could be to make the bonus at least 1 AP regeneration
Living anatomy: The extra information is not that usefull actually, and the bonus in critical is less than 1 IN point. maybe increase the bonus to 5%. Or change it to a specific bonus instead, my propositions are:
-Increased bleed power
-Bonus to crippling limbs (like crippling shoot perk)
Do or Die: The concept its interesting but the effect isn't very noticeable and only useful in PvE, as in any PvP situation you will try to avoid being with low health every time you can. So you will never see the bonus of this until you are almost dead.
This can't be compared with Adrenaline rush, where you get DR and DT, because that effect works immediately when you get shoot (and not at full heal) and usually you get an average bonus of half the max bonus. To get the AP bonus you need to remain with low health as the AP+ applies every half second.
Double the bonus (+4AP regen) seems that can be reasonably, considering the drawbacks to be with low health in a battle.
Armor Efficiency: bypass resistance is nice but too specific, as an additional bonus it can give slower deterioration for armors.
Other possible bonus can be to unlock a perk for every armor (each armor type can have a different perk, but this might be hard to balance). Or to ignore a negative trait for every armor (paper wall, malus rof, bulky), leather and sca don't have negative traits
Improved hemostasis: for now i haven't get too much trouble from being bleeding and never use bandages, dont know if didn't get enough amount of bleeding or i die too fast to note the bleeding effect. In any case, this perk can have a bonus in healing rate as well, to make it more appealing and less specific
Silent hill Death: the perk its fine, but why it have that name? it doesn't make any sense, its not related with silent death at all. Bloodthirst can be a good name, but we already have it used (swap the name between those perks?). Other suggested names are Slayer, Bloody Mess, Kill Frenzy, Finisher, Relentless.
Quick recovery II: Rename it to unstoppable? (Based on the effect that reduces duration of most slow status). Maybe additional resistance to crippled legs?
Psychopath: the bonus feels low (you get from 7 to 10 AP per half second). I think it will be more interesting if also gives a AP+ bonus for some time.
So i propose +25 AP instantly for killing and +2.5 AP regeneration for 10 seconds (for a total of 50 AP after 10 secs)
Bonus rate of fire: its fine and balanced, just change the description to make it clear that works for every weapon and not only for ranged ones
Fast reload: For most weapons you dont spend much time reloading than shooting, may be increase the bonus to 15% less AP for reload
Bloodthirst: The speed bonus is interesting, but killing someone while sneaking its very situational (there are few silent weapons, and you must remain undetected to get the boost), what about making it work every time you kill with a melee weapon? (removing the sneak requirement), this will make it useful for non sneaker melee chars as well. Or make it work when you kill a target from less than 8 hexes, so it will also work for close combat chars, as flamers and smg bursters.
Evil Scientist: seems kinda useless, maybe add also the electrical damage when the trap is triggered, and make the char get disoriented for 5 secs.