The truth of balancing a character is that you’re balancing against something. When you weigh a tomato, you’re weighing it against weights. Otherwise, the scale just drops all the way. Therefore, I’m giving an underinformed opinion since I don’t know the characters and so will have to speak more generally.
Giving him a spread of 543333 seems a bit overstatted. Just for contrast, in my ~1,500 EXP game I gave Cody a spread of 433332 (though he isn’t an anti-party boss).
I would drop Agility to 4 and drop Presence to 2, with maybe Intellect alongside it. After all, he’s a combat character isn’t he? At max, that’d give a spread of 443322.
Giving him ranks in every skill is also a bit excessive (wait, some of them just aren’t showing?)—Giving him ranks in so many skills is excessive and makes things harder on you since it’s harder to remember his dice pools. A trick I often use is 0, YYG, YYYG. Unimportant skills with 0 ranks, moderately important skills with a pool of YYG/YYGG, and important skills with a pool of YYY/YYYG (or rarely YYYY).
That way I can quickly remember a dice pool based just on what the skill is. Mechanics? The NPC is a skilled mechanic with an Intellect of 3, so YYY. Ranged (Light)? It’s supplementary and he’s decently skilled with an Agility of 3, so YYG. Cool? Unimportant skill with a Presence of 2, so GG.
YYG Coercion, Leadership, Cool, Vigilance, Knowledge (Warfare)/YYGG Perception, Ranged (Light).
YYYG Stealth, Survival.
YYYY Ranged (Heavy)
This makes it much easier on you, since you only have to remember three skills specifically. The rest are all the equivalent of two ranks against a Characteristic of three or four. It’s also easier if you need to come up with a skill on the fly, so you know how to benchmark it. Specialty you didn’t realize he had? Give him four+two/three. Supplemental skill you didn’t expect? Three+two.
Don’t overdo it with talents, they’re even more prone to throw you for a loop than a jumble of skills. Generally, I recommend a base of Adversary, one or two utility talents (e.g. Imperial Valor), and one or two specialty talents. For example, an ISB agent of mine has Adversary, Barrage (specialty), and Durable (utility).
I’d recommend Imperial Valor and Point Blank 2 (for reasons I shall soon mention).
Tricked out pistols are cool, and make fun loot even if not better than a character’s current weapon. I have a character in one of my games who will frequently acquire special pistols on various missions, a habit I have enabled at various points and will continue to enable because it’s fun.
Anyway, equipment is tailored to a character’s activities. You can learn a lot about someone by looking in their trash, but you can learn more by looking at what they keep around.
The sniper is a fine choice, although I personally dislike the existence of Slow-Firing on snipers as it nerfs their DPS tremendously and makes it often even more boring to play a sniper character, on the rare occasion that you actually get the chance. For an NPC, it’s a balancing issue and you’ll have to choose whether to take it as-is or trick out a weapon that doesn’t have Slow-Firing.
At any rate, it needs attachments. I recommend a Telescopic Optical Sight, a Multi-Optic Sight, and a Custom Grip. The Electronic Sighting System is a good attachment, but its utility is halved when not at Short range, and you don’t want to use this rifle at short range (I’ll explain soon). The Custom Grip has the added utility of making it hard to use this weapon as a loot item, since it adds 2 Setback to use by someone to whom it isn’t tailored.
Additionally, the effective 3 Setback removal of the MOS and grip mean that the character could make frequent use of utility items such as smoke grenades, or of darkness, to make it harder for his opponents while suffering no ill-effects himself.
The pistol is also an excellent, thematic choice. However, it could use some more tricking out, as it’s currently just a stock weapon and as I mentioned earlier, tricked out pistols are cool.
A pistol is a last-ditch weapon used when his position is overrun, which will typically be one of the first tactics players will resort to (with the way turn-based systems work, it’s often effective).
To that end, give the pistol last-ditch bonuses, so they think they have him, but then switches to his pistol and hits far harder than they expected.
Add Filed Front Sight, Hair Trigger, and Electronic Sighting System. The drawback of the ESS is irrelevant if he’s already been overrun, if he hasn’t been overrun, he doesn’t need the pistol, so it’ll only be used at Short range anyway.
This setup will allow him to draw and aim as an incidental, aim again if he would like (for 3-4 Boosts, depending on whether you max the ESS), and fire with Linked 1, but 2 Setback. So it’s unpredictable (big dice pools are fun), and can punch hard. Add in Point Blank, and he can really put the hammer down on anyone who tries to jump on him too quickly.
“Imperial Clone Armor,” I take it that’s custom? I’d recommend either Clone Reconnaissance Armor or Storm Commando Armor. Not only does it give you a quick way to tell your characters what he looks like, but the Setback removal is sympathetic with the MOS, enhancing the effect of environmental manipulation. Besides, both look awesome, particularly in such situations as a dark, smoky warehouse, docking bay, or what-have-you.
If you really want to get him up to 6 Soak, then consider him to have Armor Master or Enduring baked into his statblock. You don’t have to list them, unless it’s enforced by RPG Sessions (one of several reasons I prefer SWSheets), just like you don’t list Toughened or Grit.
This is tricky, and I can’t really do this for you since I don’t really know what he does outside of combat. But giving him a survival knife type of thing (regardless of combat utility, which knives generally don’t have in this system) is thematic.
I specifically recommend Smoke Grenades, which is in line with my other suggestions. You can find them in the Explosives and Ordnance section of my spreadsheet.
Alternatively, use a poison gas grenade and fill it with some compound of your own devising to act like some kind of tear gas, while also providing the concealment.
It’s extensive, but I think that just about sums it up. Hope it helps!