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With points 2+3, I can understand where you are coming from. I also tend to start with small guns over energy weapons, but having a high Energy Weapons skill, coupled with a decent rifle, means that the bigger problems you'll face in the wasteland - Supermutants, Deathclaws, etc) will be a lot easier to kill.
The t51-b used more advanced motors than the t45-d. So it doesnt have the agility malice of the older model, but likewise it doesnt have the strength bonus. The armor only gives a bonus to rad resistance, so i still recommend putting 9 into strength, get bobblehead, then put the "those!" free special into perception.
#2. I highly recommend that, instead of small guns, you put points into Energy Weapons. Then, when you are finished with Operation Anchorage, you can go and find Mothership Zeta. That DLC pack will give you loads of energy based weapons, including the Disintegrator, or, Super-Mutant-Bane, as I nicknamed it. A high Energy Weapons skill, coupled with this weapon is lethal. I don't recommend using it all the time though, as it requires alien power cells, which are only available on the alien spacecraft. Carry a gauss rifle, or plasma rifle around as well.
#1. The T-51b Winterized Power Armour adds +2 to strength, so if you are getting it this early in the game, it may be worthwhile lowering your starting strength to 6 (or 7 if you intend to take the Perception reward for 'Those!') - +2 from the armour, +1 from the Bobblehead, and +1 from Those!. The maximum strength value you can have is 10, including any power armour bonuses, so starting with anything higher than this is a waste of points. Possibly put those 2 points into Agility, to offset the -2 agility power armour gives you.