Using explosions as a go-to solution could be a problem…
…or it could be super cool. The only way you'll know is by checking with the people you're playing with, including the GM, the players and their PCs.
Will this PC be detrimental to the story?
Your GM can provide the best answer to this question. Check with the GM before the campaign begins.
Will such a destructive character be considered disruptive and be frowned upon?
Your fellow players should answer this question. Ask them before the PC enters play how they would feel about this kind of character being part of the crew. If they're not keen on the idea, all is not lost: tone down your PC's personality and modify the PC's skill set to fit in.
Every table is unique, so keep checking as the game progresses. If the players appreciate your PC's direct solutions, forge on. If they tire of the monotony of his blow-it-up attitude, mix it up with other appropriate approaches: instead of lobbing flechette grenades at every opportunity, consider other approaches that use the skills of your fellow PCs. For example, collaborate with them to lay down a series of mines or charges connected by det cord - or even completely hang back during some situations.
Ask yourself, "Does this encounter need finesse?" And, if your PC hasn't advanced beyond blowing stuff up, sit out the situation or check with your crew before taking action to determine what would be most helpful.
A player who dominates encounters when other players want to participate takes away from the enjoyment of the whole table, so don't be that player, and, by all means, avoid My Guy Syndrome.