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If you're only going to do one run, I might suggest doing something like 5223, 5214, or even 5331, and not stinting on Inland Empire, Electrochemistry, and Shivers along with whichever Intellect skills you choose to specialize in. INT and PSY are probably the most story-centric skills, but a FYZ-heavy bad-cop build opens up some unique branches and would be good for a second run.
If you want to play an ultra smart superstar who treats Murphy's Law like Murphy's Suggestion and has the social skills of a malnourished butterfly, I'd suggest going 4-2-2-4 with the special cap point in Inland Empire (because it is the best skill in the game) and later utilize your points for more skills based around what you are looking for to round out your super cop on his journey to delay or accelerate the apocalypse... if he believes in such a thing in the first place.
I'd suggest OP goes for 6-2-1-3, high encyclopedia gives you a whole bunch of lore and INT synergizes with the best XP and money making thoughts in the game.