First off, as much as I find O'Shovah a fun character, he really isn't a good choice unless you're going up against Orkz. Everyone in the army gets one up to their WS , but it's dumbed down by the fact it applies only if you're going up against Orkz. Otherwise all he does is restrict your other unit choices.
That includes only Farsight can be taken as a commander, and you couldn't use your other commander at all.
As a Farsight player myself, I can say that some of this info is a little wrong. He gives preferred enemy against Orks, which is now re-rolls, no upped WS. He does give every unit a free bonding knife, which is quite useful. I'm not sure where you get the idea he can't have another commander with him from. 2 HQ slots available, and the bodyguard counting as part of the commanders slot seems fine. Since you are already paying for being allowed an increased bodyguard with Farsight though, I do usually drop a second commander and take at least three bodyguard for farsight.
Now, onto the actual list.
I've just basically said what I'd do with the HQ choice. I always go for one suit with plasma/fusion blaster, and two with missile pod, burst cannon to accompany farsight.
I also don't know where this missile pod comes from. Each member is allowed something from the support list, and the shasv're can have something from the wargear list. Nothing from the weapons list.
I don't actually use stealth teams anymore, they have never worked for me, so I just use two teams of at least 2 crisis suits instead. Kitted out differently depending on my mood, but burst cannons are usually included.
I like the FW set up. I myself always add drones for extra firepower, meaning I can't get in a devilfish, so it's usually a waste of points that sits there. Though having one with a squad able to fit in is good for objective grabbing.
I went off Piranhas pretty quickly, but thats mostly due to my obsession with having an almost all battlesuit army, I now have the new FW ones, and they act as my fast attack now, doing a lot more damage( albiet for twice the price per suit)
Never actually used gun drones as a unit much. They make nice stalling units but I don't like the idea of a unit that's expendable on purpose most of the time.
Definitely give the broadside shield drones. If you play a lot of armies with mech in, stick with broadsides, but if you face a lot of horde armies, the hammerheads submunition round will be much more useful. It's also quite a durable tank.
Now, as to using the army coherently, thats pretty straightforward. Using the 3 FW teams to give support/hold objectives at the back, the other one can take a route to other objectives, or assist the battlesuits. On the subject of the battlesuits, I would usually deepstrike them, as I've suffered far too much to krak missiles etc insta killing advancing battlesuits. Depending on which HS slot you choose, obviously keep it back softening up the enemy lines for a deepstrike attempt. For the Piranha, I'm going to assume you get rid of the 2 drone teams and get 2 Piranhas instead, which can very easily destroy tanks (with the FB option) or help soften the enemy lines.
Now I'm guessing that you have given the FW's photon grenades to prevent more attacks coming your way, but with effects like FC in a lot of armies now, if the enemy is going to be in charge range soon, my advice is to charge the turn before they can. You get more attacks and they lose out on extra benifets. It constantly surprises everyone I play when I charge with FW and actually win a combat.