dogeddie: So I am looking for a viable character who is less dependent on scrounging for items but is still fun and has a good chance of success. It's my first time through the game and I would like to experience it without being so confused and frustrated.
If you don't want to scrounge for items, consider making a magic-focused character. Magic is actually quite powerful. A few spells like Harm are extremely effective. You may still need to hoard fatigue restorers, but you won't need to scrounge for tech parts the way tech characters do. For a mage, the most important stat is WIllpower. Intelligence is useful too if you want to be able to maintain several durational spells at once. For an easy time, pick the Harm spell and use it a lot, then branch it to whatever else sounds interesting.
A pure melee fighter is also very easy, but so simple that you'll probably want to also use either magic or tech. WIth tech you could smith weapons and armor, or build mechanical allies. With magic you could add ranged damage or buff yourself. Melee characters need Dexterity plus Melee and Dodge skills.
Tech characters can be cool but unfortunately gunslingers are some of the toughest, due to the scarcity of bullets (as you discovered) and the fact that many guns are surprisingly low damage. An easier tech character is a grenadier. Pick Explosives discipline and Throwing skill, build molotov cocktails, throw at enemies. Bonus: grenades don't hurt you or your allies, so you can use them point-blank to push enemies away from you. Use a boomerang as a backup weapon. You will have to scrounge for items though; search garbage bins for ingredients for molotovs.
dogeddie: I guess a dwarf gunslinger who doesn't make his own weapons but uses found weapons would be something I would like, if that is reasonable. If I save points from not taking gun smithing I hope to get melee up to a decent level too was my thought. Loosen em up from a distance with the gun, then melee the crap out of em.
This is definitley feasible, but as you found out, bullets are scarce. You can make your own if you take one point in the Explosives discipline, but even then you may find yourself just using melee. It's much more effective.
dogeddie: Also, how to tell which items are tech related and which are magic related?
If you hover over a tech item in your inventory, the description in the box at the bottom of the screen should have a gear-and-shield icon, plus the phrase "aptitude adj to chance of critical failure +XX%" where XX is a number. If your tech aptitude is too low (or you are too magically inclined) then tech items have an increased chance of critical failure, listed there. Different items have different aptitude thresholds for removing the extra critical failure chance.
Magical items will instead have a phrase saying "Magick power available: XX%". What this means is that an enchantment on a magical item will get stronger the higher your magical aptitude (or, weaker the lower your aptitude). So let's say a magical weapon adds 10 fire damage, but your magical aptitude is low, so the "magick power available" is only 50%. You will only get 5 fire damage. I'm pretty sure that the stats listed for the item are already adjusted by this amount. So if you have a magical weapon and it says it has 5 fire damage and 50% magick power available, then that weapon actually maxes out at 10 fire damage, provided you can get your magical aptitude high enough. Different items have different thresholds for getting to 100% power available.
If an item has neither of these descriptions, then it's just a neutral item, and will not be affected by your magical or tech aptitude.
I hope that helps! I'm sure other will chime in and offer more advice for character builds, it seems to be one of the favorite pastimes on these forums!