*cracks his knuckles*
I'm having a glass of wine, a plate of sliced sharp cheddar cheese, and listening to Static-X while relaxing so you get your own feedback rather than links to book-length posts I've already written.
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You've done some things right, and some things wrong in several ways.
1. Ghazghkull has mega-armor, and counts as two models. If you're sticking him into a battlewagon, the remaining transport capacity is 18 models. As it stands, you have 19 Orks. Cut one off.
2. You have Deff Rollas on your two battlewagons. Don't get used to the idea. Some venues say that Deff Rollas may not be used against vehicles as absurd as it sounds (and violates the rules), and some rule that it may. Don't put these on your battlewagons without pre-approval from a tournament organizer that its ok, or word from your store owner where you play friendly games that their ruling is the same. My advice for you would be to take them off for now, and learn how to play without them; as you discover venues where its ok, use them.
3. By the same token, don't get comfortable with the idea that you don't need reinforced rams because you and your friends don't play with difficult terrain. The rest of the
40k universe does, and ALL terrain that has any features is difficult terrain. Orks are crazy drivers; do you honestly believe an Ork trukk can go flying through a forest full tilt without even the CHANCE of slamming into a tree and getting stuck? While many places have house rules (as yours apparently does), don't build your army list to cater to or take advantage of house rules that won't apply anywhere outside of your small group.
4. Put another way, you're learning
40k, getting into bad habits now would be disastrous once you start playing in even friendly tournaments. Please....learn to play by the rules, and THEN make exceptions.

With that in mind, I would encourage you to put red paint onto your trukks, along with reinforced rams on both them and the battlewagons. Taking out the deff rollas should free up the points to do so.
5. Bosspoles: Why? With Ghazghkull in a mechanized army, you have a 27" assault range. That means that YOU get to dictate the course of the battle. Typically speaking, you're going to spend one turn flying up the field 13", then hoping your
KFF gets your vehicles through the shooting that follows. Turn 2, you're going to fly forward up to 13", deploy out 2", bellow out your Waaaugh! and take a free 6" fleet, then assault 6". That's 27", or 40" range on two turns. YOU dictate what gets assaulted, where, and when. The turn you Waaaugh! and charge (it will be no other way) your entire army is fearless for that turn and the following enemy turn. Bosspoles are meaningless here. Armies without Ghazghkull need bosspoles; armies with Ghazghkull don't need them.

On the turn you Waaaugh! and charge, one of two things will have happened:
a.) You used your 1500 points like a wrecking ball and absolutely ruined about half of your enemy, meaning the rest of the game is 1500 vs. 750 and a mop-up operation
b.) You didn't use your 1500 points like a targeted wrecking ball, and are voluntarily bending over to examine a broken model on the floor while your opponent finds a new use for the main gun on his predator tank.
IE, either you will decide the game on the turn you charge, or you won't. Either way, you don't need a bosspole with Ghazzy in your army.
6. Did I mention that you should put red paint on your trukks? The entire purpose of your vehicles is to deliver you as quickly as possible into combat. What could be better than getting there 1" faster?
7. Boarding Planks: Ignore jester1525. If you disembark and charge a tank, you have 12 boys swinging at it along with a nob and powerklaw. The boys can't EVER do anything more than glance a vehicle. the nob can handily penetrate and blow it up. If you explode a tank, and your boys all take STR3 hits; you're going to get wounded on 33% of them, or 4 on average, with a 16% chance of saving. Is saving 1/3 of your squad from death worth a 5 point piece of wargear? Especially when the enemy vehicle is packing troops of their own that will countercharge and wipe your boyz unit out. The whole point to mechanized ork assault....the whole reason it wins is because the ORKS get the charge. If you disembark and start charging vehicles, you're giving up the momentum. Don't do it.
8. Armor plates: Ork vehicles are a joke. AV10 all the way around on your trukks and open-topped giving a free +1 on the penetration chart to anything shooting at you; the chances of you being stunned is 16%; not worth the 5 point piece of wargear. Much more likely, you're either going to take an obscured save and ignore it, or you're going to take it in the face and roll on the ramshackle table. You have better things to spend points on. Also keep in mind that an Ork Trukk costs 35 points. Every piece of wargear has its uses, but you have to balance cost and survivability; I've found the balance to be red paint, boarding plank, reinforced ram.
9. Your Burna Boys: Please, please please make this a unit of 15. 15 burna boys means a successful MULTI-ASSAULT. That's a 50% increase in size for a lynchpin unit in your army. If you're having trouble with points, drop a big shoota from each battlewagon too; remember that your big mek gets a 4+ attempt to fix a weapon destroyed or immobilized result every turn, and if he's inside a battlewagon his control radius extends to the hull of the vehicle, and if the vehicle is in base contact with another vehicle....he can fix that one too. These guys really need to be a unit of 15, it makes a world of difference.
If you take off the bosspoles, a big shoota on each battlewagon and the deffrollas, you're left at 1,421 points. Adding 5 burna boys puts you at 1,496. Spend three points and add an ammo runt to Ghazghkull for 1,499. You're sitting at bare-bones vehicles, but give it a try. If I were to change anything from there, I would drop a complete troops choice (you have FIVE in 1500 points), and use those 147 points to add reinforced rams to every vehicle except the two battlewagons which get deffrollas (55 points total), add red paint to every vehicle (25), add a kannon to each battlewagon (20), add a boarding plank on Battlewagon B and give the Mek with the
KFF a power klaw (30 points) which leaves 35 points. From there I'd put a grabbin' klaw on each battlewagon (5-10 each), and maybe some big shootas.
Alternatively, stick with the barebones (Albeit with boarding planks, reinforced rams, etc) and add a Deffkopta or two into your fast attack slots with twin-linked rokkits that will either take a scout move pre-turn 1, turbo-boost up the field to be in enemy rear armor on turn1, or use them to outflank and still be in enemy rear armor on turn2-3. My lists typically have 1-2 deffkoptas in them just so that they can mess with rear armor.
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On that note, this bottle of wine is now empty and my plate of cheese is bare, and the entire Static-X album has expired to the very last song (December) which I don't like, meaning that I've probably been on the soap box long enough.