Starting at the top you need to have a +7 BAB BEFORE you could enter Elite Trooper and the level of Scout throws off the BAB such that you need one more level of a BAB advancement before you could take Elite Trooper. Practically speaking this means he need to give up a level of ET and with that the talent that goes with it although here it may not be an easy choice (DR 3 if within 10 of an ally vs. DR 1 but starting a round with 10 bonus hp if next to an ally). That level can then be replaced with something else that gives BAB but does not have a +7 BAB requirement: another level in Scout, Soldier, Jedi, and if a feat were juggled into Quick Draw (more on that later) you already come close to meeting the requirements for Gunsling while if you had Knowledge-Tactics trained you could qualify for a level in Officer. EVASION can be a very strong talent but getting it with a dip into Scout will have other costs associated with it and delaying entry to Elite Trooper is certainly one of them. I also arranged the class description such that the first level taken is the first level listed because that affects skills and starting hitpoints.
When it comes to feats I know most are tied up in Elite Trooper requirements but I want to say that Burst Fire really doesn't work all that well with Dual Wielding as dual wielding autofire weapons is very difficult. I know my thought is trade Burst Fire for Rapid Shot and with the number of weapons carried I think you should trade Extra Second Wind for Quick Draw. Getting Quick Draw would then allow you to trade that Elite Trooper3 for Gunslinger 1 where you would probably want to take Trigger Work allowing you to use Rapid Shot with Rifles and Pistols without an additional attack penalty. Of course your equipment runs into issues there. I have to assume DWM are in there to dual wield pistols and while I try to encourage diversity in characters switching from heavy weapons to dual wielding is very cumbersome.
When it comes to your talent selections they're all solid choices.
Now onto equipment: Here I see a few too many options that kind of slap each other around. That Rotary Blaster Cannon when hooked into a power generator is a BEAST however it's also very heavy and more importantly will suck your actions because if you fail to Brace it you may still have a hard time hitting REF 10 to deal any damage as you take the normal -5 penalty for Autofire and an ADDITIONAL -5 penalty for not bracing that beast; these are the big reasons that Tyro is just using a more standard Heavy Repeating Blaster which is lighter and deals just as much damage but doesn't have the possible 2x4 area (which I'll admit would be nice at times) nor does it have the massive penalty when not braced. Now another thing is that I see a missile launcher and to me carrying around ONE heavy weapon should generally be enough so this is almost overkill. Moving on I'd encourage you to rethink your Pistol choices simply because that specific model doesn't play nice with Rapid Shot; sure it can make a power pack last 250 shots vs. 100 shots but if you're trying that hard to save ammo then have one for "survival mode" but carry a normal, or even HEAVY, pair to use.
To Summarize: The build isn't quite legal and the attack options may get in the way of each other.
Suggested "fix" to character which should leave most of character intact:
Trade Burst Fire Feat for Rapid Shot, trade Extra Second Wind feat for Quickdraw.
Exchange illegal level of Elite Trooper 3 for level of Gunslinger 1. Note this will also net you +2 REF (+4 vs +2) Defense and +2 WILL Defense.
With loss of Elite Trooper lost Shoulder to Shoulder (bonus hp) or Strength in Number (higher DR) but replace with Trigger Work (+1d damage) from Gunslinger.
For your equipment lose the Rotary Blaster Cannon and the Power generator that goes with it. Go down to one Sidearm Pistol and add either two normal or heavy Blaster Pistols which you would use to dual wield with Rapid Shot. While you could keep the Missile Launcher I'd suggest simply going for a Blaster Rifle (or Heavy Blaster Rifle) with a Grenade Launcher attached to it if you want a bigger burst at a longer range; the BR/HBR would also be able to use Rapid Shot/Trigger work to deal additional damage at no penalty except costing you more ammo which you'd "solve" using an extra power source on the rifle.
Yes, the resulting trooper would be similar to Tyro in some ways but also very different. In vehicle combat Mojang could use Rapid Shot at -2 for +1d damage (Trigger Work doesn't function with heavy weapons) while Tyro would use Burst Fire at -2 (due to Controlled Burst talent) for +2d damage but only with an autofire capable weapon. On the ground Tyro's choice are typically "autofire normally or use Burst Fire for a single attack at higher damage" while Mojang could have options with the Rifle/Grenade launcher combo (and a better attack to boot) and if he busted out dual pistols he could be making two attacks with 4 dice of damage each at just -2. Mojang would generally outperform Tyro when it comes to damage although he may not have as many non-combat options.