Looks nice. Personally I'd forgo Blood Claws all together - they're simply not as good as the far more versatile Grey Hunters. When you're using the codex with the best troop choice in the game, why not take them?
I'd kit Thunderwolves thus:
Stormshield + Meltabombs
Gets the most out of your wound allocation and I don't think you ever really need the stunning effects of the Thunder Hammer. Meltabombs are cool if you accidentally find yourself charging a Land Raider or something (perhaps as part of a multi-charge or some other opportune time)
Personally, I'd drop the Dreadnought. I just don't think leaving it isolated on Turn 1 is particularly sensible is all. But hey, might keep some anti-tank firepower off your other advancing units. Perhaps use its points to get a unit into the Landraider - seems awful lonely without a squad to cart around (and shelter from oncoming fire). Or alternatively, to purchase some of the seemingly ever-present Longfangs.
Good stuff though, offers a lot of interesting conversion opportunities.
- Grey Hunters could open a transport with meltas and charge its content,
Actually they can't. If you shoot, you can only assault the unit you shoot at. It's just bad luck (well, not really) if you toast it in the shooting phase. This applies also to transports and their occupants. However, if a different unit, eg, the Land Raider, pops the tank and the Grey Hunters proceed to shoot the men stumbling from it, they can then assault the survivors. (provided that they didn't disembark that turn or anything.)