Well, the way I take AoMr on M is like this:
1. My trait progression looks like SoG 3 (knocks shot time down to 4 turns from 10 and adds 3 guaranteed HP of damage to shots) -> Fin 2 (knocks shot time down to 2 turns from 4 and opens up Whizkid) -> WK 1 (allows you to have a 3D2S3R pistol, making it so that you can shoot two guns for a cost of only one turn [a hell knight needs ten turns to fling that ball of acid at you], get a damage range of 2-14 HP [not taking into account the 3 static HP of damage SoG 3 gives], and reload about 3 turns faster). This is because being able to shoot quickly tends to trump being able to hit your enemies, and as long as you remain in aggressive mode while shooting you won't have to suffer a lot from the decrease in evasion/inability to hit as well due to no EE. After getting these 6 traits, I'd say you'll either want to take another level in WK (in case you grabbed some magazine mods along the way as well as damage/speed/reload mods, making it necessary to max out in order to get your pistol in tip-top shape), then spend on more conventional traits, or just spend your next two/three levels on more conventional traits.
2. Mods are your friend. You won't need a lot of speed mods (only one is needed if you're using a single pistol to max out on speed; two will be needed to overcome the DG penalties, though), but reload and damage mods will make it a lot easier to survive fights. I tend to ditch the magazine mods; since enemies move every 10 turns, even at the fastest firing rate possible the bad guys will get a chance to return fire after 10 bullets, and since I don't feel like counting bullets to make sure I have the best chance of avoiding a hit I find it a pain to have to deal with getting hit while shooting. Your mileage will probably vary, though, especially since with mag mods you'll get quite a few more chances to work over your enemies and possibly slay them before needing to perform a potentially costly reload.
3. Cover is also your friend. There's nothing quite like being able to fire off an entire clip, turn around a corner/close a door, reload, then do it again without the guy you're fighting getting a single chance to return fire before obligingly dying. Don't hesitate to make use of this.
4. The wimps (former humans/sarges/captains, imps, demons, lost souls, and pain elementals*) should be handled one at a time before you reach SoG 3; after you start getting into the one to four turn range they should really be a piece of cake to kill. The rest will requre you to avoid direct blow-for-blow confrontation as much as possible. This is where making use of cover is very important (or knockback if you're in an open area, damage mods will really help out here); if you can keep the bad guys from shooting at you, do so, for they will hit hard and your weapon isn't really good enough by itself to allow you room to spend traits on survival instead of in service to it.
5. Open areas require knockback potential; if you haven't got any damage mods and you're in an arach cave, it's very likely you'll get killed/drained of most of your contigency items. Closed areas require good use of cover; if it gets destroyed, it's highly unlikely that you'll be able to run fast enough to avoid the great balls of fire/plasma/etc. that get flung at you, and if you don't use it you may not get the chance to finish reloading before you die/need to use a medkit.
This is how I see AoMr; I don't claim to be the greatest at it by any stretch, but this is what seems to work best IME.
*Pain elementals have only the ability to attack in melee and spawn lost souls; they spawn a lot of them, but by the time you run into them on medium you'll be plenty ready for doling out death to both them and anything they spawn easily, thus they are wimps (letting them close in on you, however, is about as recommended as letting the souls or a demon close in on you :P).
Edit: DG doesn't *suck*, but it's not something I'd recommend taking until you have your original pistol cranked into a capable tool of destruction. The speed penalty is too large to start off with it right after SoG 2, but once you get SoG 3 & Fin 2, even if you can't find any speed mods the penalty becomes fairly manageable, and doesn't require you to take a second level of DG.