i don't mind the dieing, that's part of the fun of roguelikes. what grinds my gears is getting stuck or overwhelmed and stuck "as in not being able to fight back".
This is a bit of an odd aspect of Cogmind, and one I've found mildly annoying myself. As far as I can tell, the design of Cogmind is meant to allow the player to recover from what seems like a game-ending situation, provided they realize when to cut and run. That is, it doesn't kill the player as soon as they are in a bad spot, which will give them the chance to escape, find new gear, and keep on going stronger than before. I've been able to do this several times, but I've also run into the flipside you've pointed out where because the game is designed to let you live for a while even after you've lost everything, it can feel like you are a dead robot walking the moment things go bad, since you might end up desperately running away for 20 turns and end up dead anyway.
I find a good contrast is DoomRL (aka DRL). It's similarly focused on ranged combat, but the main difference is that dying can happen within a couple turns if you get careless, but as with most games you can fight back as well at 1HP as at 100% HP. Because DoomRL has a powerful cover system and moderately powerful dodge system, if you are careful you can kill everything to get out of a bad situation without getting hit again.
If you are going to focus on combat in Cogmind, then get storages and stash a bunch of spare parts in them. Storages tend to stick around under fire, so you can keep yourself well equipped as the battle rages. You never want to be without replacements for weapons, propulsion, and power in Cogmind in general, but especially when playing a combat build. Also, right-click on enemies to know their weaknesses, swarmers in particular are really weak to explosives (doubly-so because explosives clear groups well), and that knowledge goes a long way to dealing with enemies efficiently.