Seems to me the solution is to dry up the rewards for taking the violent option and dangle incentives before the players to do something other than that.
Killing that room of stormtroopers will yield the player a lot of exhausted weapons, Stormtrooper thermal detonators with unlabeled buttons, and maybe a pair of binders.
But if they find a way to bluff their way through the room they can get into the lab before the blast doors close, meet up with the rebel agent, and blast their way out with the corvette prototype they can use as a getaway vehicle.
Even better if they can charm their way into convincing the empire to escort said ship out and to the hyperspace point- a duty reward for a clean getaway.