Looking at the traits Scrapper just seems lost with its identity when compared to the holosmith. Holosmith let's you choose how to augment the way its core mechanic of heat works and changes many aspects of how your character plays. I decided to try and go back to the core idea of the scrapper and remake the traits to fit a theme. Please note I am not discussing numbers here.
Looking at the scrapper, I have seen 3 common features that define it at the moment, but have little synergy. 1) the function gyro and other gyros, 2) lots of super speed ( I see it as a supercharge effect from electrical zaps) and 3) Fields combinations. I broke them down like this too, and tries to focus on a tank/support core.
1- your gyros have increased area, also your function gyro casts a lesser effect of the last gyro ability used in addition to it's original effect.
2- your finishers in lightning fields are improved, also your function gyro pulses 1-3 blast finishers in addition to it's original effect.
3- you gain might when you have super speed, your function gyro gains a stack each time you gain super speed, and gains barrier and gives booms based on the number of stacks to a cap.
Minor trait stays the same and gives super speed on blast and leap finishers. Super speed doesn't stack, so it makes it more challenging to manage than some other booms.
Major master- superspeed
1- tick barrier for each second you have superspeed.
2- tick cooldown reduction on weapon ability cooldowns for each second of superspeed- this would work on kits that are active also.
3- when you have superspeed and perform a leap or blast finisher, you discharge a static jolt for power damage and gain might.
Minor could be any of the dull but good traits, such as damage dampener or adaptive armor.
You lose vitality but gain barrier based on damage done- I actually like this ability but hate that it isnt a choice, being a bruiser/fighter is an interesting idea.
When you lose barrier you gain health, if you have all your barrier removed with an ability, Grant's a small duration of protection.
Ideally the last one could be something like blasting a combo field increases its duration by 2 seconds, you prioritise your own combo fields but I know this would likely not work or be too big a change.
Let me know what you think, as I said numbers arent really what I'm looking at, I'm trying to connect the electrical generating and build things out of what's at hand theme.