Bumping this thread, because I recently found the time to download the character to see what all the fuss was about.
While the character is OK (I guess...?), it seems to have more than a few gameplay flaws and lacks a fair bit of polish, of which potential issues I've listed in the spoiler tags:
Spoiler, click to toggle visibilty
Command order priority is messed up between Burst Drill and Rocket Dive attack, making it practically impossible to use the latter move while grounded because Burst Drill will always take priority.
The helper for the EX variant of Burst Shot lingering for a second after the attack has visibly disappeared is some sort of countdown timer for the move, yes? But couldn't you have handled cooldown with a variable countdown timer instead?
Head and mid positions need looking into, they seem to be a bit out of alignment with the character's head and mid locations, the head position especially so (even if you are trying to take the hunched pose into account).
The character's widths and air widths are incorrect, so an opponent can clip through Sparkster's hitboxes (and vice versa) before any push occurs.
The timing of which to cancel Burst Shot/Blast into a Hyper is a single frame, being doable only for the frame once the move has hit and the helper is still technically active, seeing as the helper disappears on the frame after that.
Certain variants of the Rocket Dive Attack are quite safe on block, particularly the LP and EX variants, with the most unsafe I can get on KFM!Training with them being +3, which is still pretty safe; safeness increases the lower down you hit the opponent, so this move is less safe on taller characters, but even then...
2 EX Rocket Dive Attacks are stronger than the level 1 Hypers in most scenarios, and it should be noted that if the opponent's liedown time is long enough, you can get three or four of these in for a lot of damage for comparatively lower Power cost than the Hypers.
The Burst Beam Hyper does more damage when in close proximity to the opponent, which is kinda weird for a ranged Hyper attack, or is that just me? Relating to this point, it's often better to just use Rocket Knight Crush instead of any other level 3s because it has seemingly no drawbacks compared to the other two and does far more damage.
The Rocket Overdrive Hyper is too inconsistent and impractical to actually be useful, it rarely hits the opponent even out of a combo and frequently doesn't do enough damage to justify the Power cost.
The things you can and can't do out of a dash seem a little bit odd, sure you can cancel the dodge, Specials and Hypers out of it, but not a jump, a crouch, a grab, or any Normals (with being able to dodge out of it as the oddest feature).
The uncharged focus attack being -9 on hit is (according to someone I know), too safe for an uncharged focus attack, and should apparently be in the region of around -21 on hit; at the same time, the focus attack should probably be able to be dash cancelled out of.
The last hit of Burst Drill resets the combo and thus the damage dampener, though I don't know if this was intentional or not...
None of the character's moves flag recovery frames to tell the opponent to stop guarding if they hold back after an attack's active frames are over.
There is no point in using anything other then the HP variant of Burst Drill (unless you want to use the LP variant to fake your opponent out) seeing as they all have the same startup time, endlag and frame disadvantages, but the HP variant does the most damage.
Similar to the one above, there's not real point in using anything other than the HP variant of Burst Shot/Blast, seeing as the all have the same startup time, endlag and frame disadvantages (at point-blank range), but the HP variant has the highest velocity and does the most damage (and not to mention goes the furthest); frame disadvantage ceases to become that much of an issue at mid-long ranges, not that it ever goes below 0.
The EX variant of Burst Vortex seems mostly pointless, as the HP variant does more damage for only a few more disadvantage frames if blocked (though at -47 for the HP variant and -43 for the EX variant, this matters very little anyway because you are getting punished for this mistake); sure the EX variant has more startup invulnerability, but it only has 2 more frames compared to the MP variant (MP: 8, EX: 10) and only does 4 more damage, but uses 500 Power for those minor benefits.
The superpause sound for Rocket Knight Crush is noticeably quieter than the character's other sounds; also, I noticed you have a lot of unused sounds lying around that only serve to bloat the character's filesize...