16 in Intelligence is pretty much all that is needed for quickhacks to become busted due to the perk that enables combat hacks to crit. The only benefit I found to going higher than 16 is if you want Head Start and (maybe) Compression in Breach Protocol to make the breach minigame way easier to successfully upload a tonne of daemons. That or you are unable to loot quickhacks from access points, which would mean your only option is to craft them (which requires 20 in Intelligence).
I recommend a stat distribution that is more of an allrounder so you can do melee, guns, hacks and combine or switch between them. The reason for this is that extreme specialization is not needed at all on Very Hard, where you can easily overkill starting in the early level 20s. Sooner if you hyper min/max.
So try this:
11 Body
18 Reflexes
16 Intelligence
18 Cool
3 Technical Ability
Build template:
Character Build Planner & Calculator | Cyberpunk 2077 | Nukes & Dragons
The reason for this stat distribution is that all the top level perks currently do not work, so there are very few reasons to go 20 in any single attribute and the best perks top out at level 18. In the case of hacking, Anamnesis does not work at all and frankly is not needed because hacking is ultra broken without it.
The key perks are active rather than passive. These enable emergent gameplay. So for example, 11 Body lets you take 2 athletics perks that let you shoot guns and reload while sliding/sprint/vaulting. So this creates situations where you 180 headshot while sliding and it feels as amazing as it sounds.
You can also take an athletics perk that makes dodging not consume stamina. This is huge for movement tech involving Maneuvering System (more on that in a second).
You can take Body up to 16 as there are points to spare and this will allow you to use a wide range of Body cyberware.
18 Reflexes is required for Kerenzikov (bullet time on dodge) and 14 reflexes in required for Maneuvering System cyberware. This lets you dodge in mid air. Both can be used to do trick jumps and accelerate to ludicrous speeds for the most insane engages and escapes. You can jump from skyscraper to skyscraper.
The key active perks in the reflex/handguns tree enable you to dodge while aiming and shoot while dodging, which combines really well with cyberware movement tech and the body perks for tonnes of gunplay options. Going 18 reflexes also means you can get 100% of the power of a pure blades build if you want to go cyberninja. I avoid the assault perks entirely because I find that they encourage gameplay I don't like - sitting passively behind cover.
Ok 16 Intelligence. Already covered but the key thing here is to meet the requirements for the intelligence cyberware - namely Memory Boost (12), Limbic System (15) and Visual Cortex Support (16). This boosts your crit and grants RAM on kill so you can extend your kill chain with combat hacks. You also need Critical Error so your quickhacks can crit.
Hacking is very powerful support for gunplay and melee but you lose no hacking damage, so its as strong as a pure netrunner too. The only thing you miss are breach protocol perks that provide (admittedly significant) quality of life.
18 Cool. Cold Blood is good for everything. It makes you run and attack really fast and makes you really tanky.
A balanced build like this lets you cyberdecks effectively. You farm mad cash from access points, get tonnes of powerful control options for melee and gun play like cripple movement and reboot optics for blind daemon or you can kill outright with hacks if you feel like it.
You get more dialogue options too to resolve conflicts in different ways as there are very few options that require 20 in any single attribute.
I sacrificed Technical Ability because although I really wanted to love crafting, the system has a lot of problems and it isn't really possible to get the most out of it without doing some pretty terrible gameplay like vendor resets, dupe glitching etc. Theres a lot of rng involved in crafting, clothing crafting is hyper broken because clothing shops don't sell most of their blueprints after the first time you talk to them.
Having crafted legendary items feels good I guess. You can craft a Comrade's Hammer to do 1.2 million dmg on a stealth headshot but at level 50, the scaling coefficients make you a god anyway so there is no difference between 80k dmg and 1.2 million damage. They are both one shot kills.
I do miss grenade spam and tech weapon buffs though.