First off - the weapon mods don't matter. Had to fill in the slots for the build to post. And yes, I know, there are swarms of people who don't like Inventive. I went through all the possible skill-boosting options, and chose to deal with the burden of staying at full health. If you can manage it, the damage is worth it.
Primary weapon - Let's be honest, you're not doing damage by shooting. Get a lower level weapon (GS 228 or below) so you can afford Destructive and Ferocious. These talents apply to skill damage while this weapon is in hand. I use the LVOA because I have the blueprint, and use mods for stability and RPM to help get Tac stacks. Shotgun could work too.
Secondary weapon - This is for one of two things: Enemy out of range/hiding, or you're getting overrun. Up to you. I've rotated between Carbon, House, and Showstopper. This weapon can be fully optimized, 286, but keep in mind you're not going to be able to fund any damage-focused talents other than the free spot.
Sidearm - Sawed-off shotgun. Because it gets 3 talents. Again, low gear score. Switch to this for Predatory when needed.
Skill mods - I use sticky damage mods when in a full team, and seeker damage mods for solo. Seeker bleed will get a lot done when solo. When solo and fighting Hunter, I tend to switch to pulse turret and sticky flash.
Don't worry about having perfect DTE mods. In general, even low-level ones will be better than 267 Electronics mods (against elites at least). But try different things for yourself. The beginning of Amherst is ok for testing - sit on the ledge, toss seekers, watch the bleed number, swap mods, repeat (don't get shot).