...so lets do us both a favor and call it for what it is. you feel like youre losing and you dont like it. in combat you feel im the one that causes you to lose (i would say its the whole party but im not as selfish as you try to make me sound)
So i will thank you for giving me the opportunity to join your game for the past year and respectfully remove myself from your game. ill hop on to tell the guys bye and good luck.
It sounds like a clash play styles. Does your GM prefer simple direct combat? I get the impression he might consider stealth and dirty tricks as cheating, or at least not fun for him to run. Hey, we GMs need to have fun too!
I prefer to do it by giving the players everything they want, but crushing them anyway. That's were the challenge is.
My game, until recently, had a very similar character: A rogue specializing in stealth, alchemy and poison. I would allow him to harness animal/monster venom because he had invested ranks in Use/Remove Poison and Poison Lore. Would have requires an appropriate Fauna Lore for more exotic animals and monsters.
Once, he encountered some Green Slime in a dungeon, and, because he had brought some basic tools and empty ceramic flasks, I let him harvest some slime for future study and cultivation. He was going to weaponize the slime, using Green Slime laden bolts for his hand held crossbow! I though it was a great idea.
Ok, neutering Ambush is a big no no for me, but I will say that the Precision talent is the work of the Devil and should be wiped clean from all rules tomes, as if by the wrath of God.
I think GMs should encourage their players to be creative and occasionally let them blow apart their scenarios and story-lines. The unexpected direction things take might be even better than what you were planning!
A small example; Just this week my players were faced with a smooth wall with three deep, six inch wide holes at chest level. Runes engraved above the three holes stated that to open the secret door and continue on someone would have to put their arm in a hole, pull a lever, and lose a hand.
Very straight forward dungeon B.S. (I've adapted this particular dungeon from a DnD 3rd edition module). Pulling the lever within the right side hole is safe, and opens the secret door. The runes are there to intimidate them into thinking that they will lose a hand no matter what.
So my players said screw this! One of them is a necromancer and thought it was worth the risk exploring the rest of the dungeon level in search of a dead body to animate (or humanoid to kill, and then reanimate). Now that is a good idea if your a necromancer.
It turns out there are the remains of three unfortunate adventurers on the level, and by luck and perseverance they find the bodies, loot them, and drag two pack to the dead end. The bodies are animated and after two undead hands are lost, the door is opened. Now they can proceed to their doom with all their hands.
Frankly, over my years of gaming, I've known of GMs that would have been pissed at the player for thinking to do that and would have done everything they could to have stopped it. Because of playing under GMs like that that I try to let my players do anything they could logically do given the situation they are in. Sometimes that means I have to change my expectations to accommodate them.