Just taking a glance at the your list I would call it a friendly game list and probably fun. My lists are usually limited to what I have available and the competitiveness of where I am playing. Not sure how those two factors influenced your list but I do have some thoughts for you. Hope they are helpful.
Deffkoptas are great units. and I have heard of people using them with a Warboss so he can take advantage of the hit and run special rule. A couple of things to remember though. Deffkoptas have a really low leadership and often a single casualty can force a leadership check and run them off the board. I typically use them as disruption units in units of 1-2. It is REALLY fun to pick off MEQ units (like insta killing Tau suits) with rokkits. Even MORE fun is using them to soak up overwatch or tie things up in combat. Again with Tau, I've used them to tie a Riptide up in combat for several turns and charge blobs of warriors so that other more dedicated combat units can charge after and not get shot up. Also, on objective camping. I say why not claim an objective with a REALLY fast 30 pt model as opportunity demands rather than camping something several hundred points on it. Buzzsaws really aren't that great. Sure they are AP 2, but will only hit at strength 7. Much less likely to kill most vehicles and can't insta kill anything above T 3. Also, you can't assault after using Scout.
You could try putting the Warboss with the warbikes and put the Painboy on a bike and put him in there too. That creates a REALLY tough unit to move due to rerolling 3+ jink saves with the lucky stick AND 5+ feel no pain. Plus, the warboss's strengths are more similar to the bikes than the koptas.
Battlewagons tend to blow up on me ALL the time. I like to take small units of Tankbustas in Trukks.
Tankbustas are amazing! Tank hammers are not that useful since they already have Tankbusta bombs (melta bombs). Tankbustas are actually really good anti air as well. Again, I like them in smaller units. I've had a unit of 5 assault and kill an Imperial Knight. A unit of 5 Tankbustas in a Trukk with squig bombs costs a little over 100, can easily get it's points back, and is not a big loss. Plus, for about the same points than the 15 Tankbustas in your battlewagon you could have 3 units of 5 w/ bomb squigs in Trukks. One melta touting marine in a drop pod can explode your battlewagon, which will kill probably at least 1/3 of the Tankbustas, then you either run off the board, get pinned, or loose even MORE to mob rule. Who cares if that Melta marine kills one Trukk and 5 Tankbustas? You've got 2 more! Target saturation is important.
Lootas are alright, though mine tend to die if not in cover. Tankbustas are you real anti-armor now. But definitely a useful unit.
Grotz are always useful for objectives, screening, and occasionally hilariously killing things they shouldn't be able to.
Boyz. Unless your boyz are made more durable somehow a 30 blob is not that hard to move. An opponent only needs to kill 8 to force a leadership check and that is not difficult. Then you either run or mob rule beat yourself up. Grotsnik is great for making them fearless AND giving them feel no pain. A pain boy would be cheaper option. Though, I would say 30 boyz footslogging it are not even very likely to reach objectives to sit on. Deffkoptas are much better at doing that. Grotz are much better at staying in the backfield and hiding on objectives than a very expensive mob of boyz. If I take shootas, they are in units of 10 with a big shoota. They march up and claim if needed, and occasionally add their fire or assault to help kill things.
Big guns. I was really excited about the Traktor Kanon at first but it has turned out to be just ok and I don't take it too much. In fact, unless its a small game I don't take big guns much at all. Useful, but being static really hurts. You've got great anti air with the Lootas and Tankbustas.
All just my opinion but hope it helps. I find that Orks work best when you give the opponent too many threatening targets to deal with.
Deffkoptas are great units. and I have heard of people using them with a Warboss so he can take advantage of the hit and run special rule. A couple of things to remember though. Deffkoptas have a really low leadership and often a single casualty can force a leadership check and run them off the board. I typically use them as disruption units in units of 1-2. It is REALLY fun to pick off MEQ units (like insta killing Tau suits) with rokkits. Even MORE fun is using them to soak up overwatch or tie things up in combat. Again with Tau, I've used them to tie a Riptide up in combat for several turns and charge blobs of warriors so that other more dedicated combat units can charge after and not get shot up. Also, on objective camping. I say why not claim an objective with a REALLY fast 30 pt model as opportunity demands rather than camping something several hundred points on it. Buzzsaws really aren't that great. Sure they are AP 2, but will only hit at strength 7. Much less likely to kill most vehicles and can't insta kill anything above T 3. Also, you can't assault after using Scout.
You could try putting the Warboss with the warbikes and put the Painboy on a bike and put him in there too. That creates a REALLY tough unit to move due to rerolling 3+ jink saves with the lucky stick AND 5+ feel no pain. Plus, the warboss's strengths are more similar to the bikes than the koptas.
Battlewagons tend to blow up on me ALL the time. I like to take small units of Tankbustas in Trukks.
Tankbustas are amazing! Tank hammers are not that useful since they already have Tankbusta bombs (melta bombs). Tankbustas are actually really good anti air as well. Again, I like them in smaller units. I've had a unit of 5 assault and kill an Imperial Knight. A unit of 5 Tankbustas in a Trukk with squig bombs costs a little over 100, can easily get it's points back, and is not a big loss. Plus, for about the same points than the 15 Tankbustas in your battlewagon you could have 3 units of 5 w/ bomb squigs in Trukks. One melta touting marine in a drop pod can explode your battlewagon, which will kill probably at least 1/3 of the Tankbustas, then you either run off the board, get pinned, or loose even MORE to mob rule. Who cares if that Melta marine kills one Trukk and 5 Tankbustas? You've got 2 more! Target saturation is important.
Lootas are alright, though mine tend to die if not in cover. Tankbustas are you real anti-armor now. But definitely a useful unit.
Grotz are always useful for objectives, screening, and occasionally hilariously killing things they shouldn't be able to.
Boyz. Unless your boyz are made more durable somehow a 30 blob is not that hard to move. An opponent only needs to kill 8 to force a leadership check and that is not difficult. Then you either run or mob rule beat yourself up. Grotsnik is great for making them fearless AND giving them feel no pain. A pain boy would be cheaper option. Though, I would say 30 boyz footslogging it are not even very likely to reach objectives to sit on. Deffkoptas are much better at doing that. Grotz are much better at staying in the backfield and hiding on objectives than a very expensive mob of boyz. If I take shootas, they are in units of 10 with a big shoota. They march up and claim if needed, and occasionally add their fire or assault to help kill things.
Big guns. I was really excited about the Traktor Kanon at first but it has turned out to be just ok and I don't take it too much. In fact, unless its a small game I don't take big guns much at all. Useful, but being static really hurts. You've got great anti air with the Lootas and Tankbustas.
All just my opinion but hope it helps. I find that Orks work best when you give the opponent too many threatening targets to deal with.