All this i am writing here is intended especially for the 'tough guy' mode. It does offer more experience points but also requires more caution and tactical planning in missions because there's no possibility of saving/reloading every minute.
Also, if you think you can't allow yourself to play the game using some of game consumables (strength boosting ones) then you might as well play it without using stimpaks or using any squad other than the main character as that would mean resorting to 'external' help. What the heck, guns are for pussies, you should go unarmed, right?.
Divine favor works very well with all this in mind, for the Gifted sniper/EW characters with maxed Perception (increased to 11).
Even if that DF increase comes at level 15 you should count the +16% chance to hit from the +1 PE as being the equivalent of an increase into Small Guns or Energy weapons you would get by spending 48 skill points if that skill is greater than 200. High perception makes detecting and sneaking more efficient.
Mandy, Rage, Ice, Rebecca become available right after the first mission and you get to spend ALL their skill points and perks except for the prebuilt ones. The game has all the recruits lacking in terms of stats placement and perks; if the main character is a low charisma type then almost all of the recruits will be compromised by auto skill points and perk points spending.
Rank also counts in terms of available equipment.
If you like you can have the Leader perk boosting armor class for the rest of the squad and action points for some.
The BEST thing to do is to make sure to level up each recruit you plan to take into the squad at a later time (these are recommended to be leveled but having all the skill and perk points stored for later use: Mandy, Robin, Brian, Jax) by taking each recruit into the squad WITHOUT leaving the recruit master interface after every mission is completed. The TESTED procedure is: after EVERY mission take into the team slots 5 recruits from the recruit pool, don't exit, click on your character, click view, dump those 5 back, take next 5 recruits from the pool etc. This way they will all keep the experience and skill points and perk points earned after you visit the recruit master, after each mission.
You can have a team of super snipers (Rebecca, Ice, Stevie, Farsight, Rage) with really high small guns skill level - so that the main character is not much needed to shoot as it's more annoying positioning and coordinating a large squad in especially in tight spaces - and only when big guns are available and needed to some extent you get Brian, Stein and Mandy (tag!) spending ALL their skill points into big guns (do not spend any point on anything else until the big guns become available for them) and also their perk points wisely, when the big perks become available. For example save skill points for Bonus Ranged Damage or Gain Pe, In, Lk to be able to pick the really valuable perks.
As for energy weapons recruits i would recommend keeping at least Jax and Robin for that stuff only. And even have Mandy built for EW if you find Brian and Stein enough for big guns. After the mutants big guns shooters will not be that much needed except to put to good use heavy ammo such as rockets and .50 Cal. Be careful to space out the team members when facing enemies using burst weapons as although the targeted soldier can be missed the others next to it will take hits irrespective of the target's chance to be hit.
The main character can very well choose the energy weapons route with small guns raised to just 100% by spending only 27 skill points up to that and only then use guns and bullet books (higher efficiency for those first 3 of them you find, the rest of the books are found very much later when small guns are maxed on your snipers the books' usefulness will only be to raise small guns skill for some recruits in order to make them able to get the sniper perk: Jax and Robin).
after Newton mission both Dos and Clarisse are available and the squad could be:
-Dos(sniper with both long range sniper rifle and Energy Weapons)
-Clarisse(both Energy Weapons and Big Guns, can also throw grenades and has the Leader perk)
-Robin(Energy Weapons)
-Brian(Big Guns)
-Mandy(Energy Weapons/Big Guns)
or with Jax instead of Brian. i think Jax should be built towards the sniper perk so that the Gifted perk replacing kamikaze (vulnerability) is taken as late as possible. Brian and Jax can replace each other depending on the mission or personal preference.
So, my final sugestion for an Energy Weapons character would be:
St=3 Pe=10 En=6 Ch=8 In=6 Ag=8 Lk=6
(a variance would be with St=4 and Pe=9)
Traits: Gifted, Fast Shot
(Kamikaze is less safe, Finesse tends to be more tedious and requires higher weapons skill for the longest range)
Tagged Skills: EW, SG, Sneak
perks: Bonus Ranged Damage x2, Sharpshooter, Bonus Rate of Fire, Divine Favor(+1 Pe), Better Criticals, More Criticals x3, Sniper
Lk more than 6 does not really benefit much because the sniper perk is available really really late. Lk=6 is a prereq for some good perks;
Ag=8 means 9 action points which is plenty: 3 shots with energy weapons;
In=6 makes for a slow skill points gain but not very much is needed as 200+% Energy Weapons will be expected only when those weapons become available;
En=6 is nice because you'll be less likely to get crippled when shot (better En roll), have a higher maximum hit points - powerful energy weapons are not long range - and also you'll be able to take more than one drug. You'll be able to boost Strength from 3 to 5 by either consuming a buffout or by consuming two after burner gums. En=4 lets you take only one drug, has a lower En roll and higher chance to get crippled, lower maximum hit points.
The first mission is really short and can be done without using any drugs but rather saving them. The next missions, up to when the mutants show up can be done with a nice sniper team consisting mostly of Rage, Ice, Farsight, Stevie and Rebecca. Use Mandy only on the second mission and keep her from spending skill points into small guns. When Stumpy becomes available you can take him for some missions where you need his traps skill. Stumpy's a decent shooter too, only that he has very few action points. He has the crazy bomber perk making his every try using the traps skill safe.
You can go ahead and eat some buffout/afterburners to boost strength and use some better weapon than the beretta but try to save them for the difficult missions. Some missions are easy peasy for having tactical advantage with your 4-5 snipers from safe positions the others.
Two after burner gums work even better for raising Strength, they have an even longer effect and also raise Perception even more (i dunno if there's a limit >10):
http://fallout.wikia.com/wiki/Fallout_Tactics_consumables
As for carry weight: 50 fusion cells weigh 5lb, an energy rifle weighs 9-12lb. With St=3 you'll be able to keep about 850 rounds of ammo for that rifle.
After Great Bend/Cold Water power armor becomes immediately available as the rank of paladin is attained so that not only strength will be boosted by it but damage resistances will be boosted too.