You leader is geared for close combat, but he isn't particularly good at it--that's a nacht-ghul's job. You leader is the one model you cannot replace. I'd switch you leader to a longer range role:
- plasma gun
- grav gun
- long rifle
- lasgun with a hot-shot pack if you don't mind waiting a game to go to the trading post
- shotgun with executioner ammo
I'd also drop infiltrate on him in favor of skills that keep him alive or support the rest of the team. All infiltrate is going to do is put him out of position and make him easier to kill.
Your nacht-ghul is fine (the standard build for one).
Your phantom could be the infiltrator if you like, but otherwise he seems fine.
Your shotgun, autogun, and long rifle ghosts are fine.
Dual wielding pistols on a juve is a trap at the start of the game. The -1 to hit when firing both takes them to needing a 6+ to hit someone in the open, which is statistically less likely to hit than a single shot at 5+.
Fun math for getting at least one hit in a pool of dice:
| Pool | 2+ | 3+ | 4+ | 5+ | 6+ |
|---|
| 1d6 | 83.3% | 66.7% | 50.0% | 33.3% | 16.7% |
| 2d6 | 97.2% | 88.9% | 75.0% | 55.6% | 30.6% |
| 3d6 | 99.5% | 96.3% | 87.5% | 70.4% | 42.1% |
While your dual wielding ghost is better, it's not better by much when you start to factor in cover modifiers. Think of something better to do with those 20 credits (-4x auto pistols).
You have at least 8 members which is the minimum I'd want to start with.
Losing the auto pistols and your leader's current weapons you have 105 credits to play with. Go forth!