Solid list and decent strategy. You are correct that the Void Claws and Thunderstrike do NOT count as part of the Company of the Great Wolf Detachment. Also correct that Lone Wolves will never take up any slots - they're also problematic, since they're best with a couple Fenrisian Wolves to give them extra attacks and extra wounds, but
FW can't embark anything, anymore, meaning that
LW will have to walk across the field.
I don't have rules Vol 2 - 2nd Ed., but I'm not aware of anything that's updated the rules in it, especially not for anything
SW-specific.
Thunderwolves are pretty much a must-have for a Space Wolves army. They're arguably the best
CC unit in the game, and running Company of the Great Wolf means you're getting a free +1
WS to all
TWC (to be clear, not to all models on Thunderwolf Mounts - specifically for
TWC units). Your IP on foot might be well served with a Long Fangs unit... Putting them with an
ADL gives you Skyfire/Interceptor that you're otherwise light on, and Long Fangs get Split Fire, meaning you don't lose your full
BS when shooting both air and land. Plus a Communications Array on the
ADL is a cheaper way to get a Reserves re-roll than the Void Claws.Void Claws really only seem to make back their points in lists with a LOT of Reserves.
That said, you can put an Iron Priest on a TWM, and he hits like you would not believe. There's an argument over strength modifiers and TWMs, but everyone I play with agrees that
RAI, an IP on TWM hits at S10, AP1 with his Servo-arm, and on a TWM on a charge, he's hitting 5 times... wrecking a whole lot of face.
Wolf Priest and 15 Blood Claws in a Stormwolf is a great unit. If you've got the points, consider running the Wolf Priest as Ulrik, since you're getting a better Feel No Pain, and your Preferred Enemy is...
Also, as great as Grey Hunters were in the last codex, it's hard to argue that they're worth their points with the current 'Dex. Wolf Guard are only a couple points more per model, they get more attacks, have better leadership, and CotGW means all of them have better
WS. CotGW also means you don't need any Troops, and you can overload on Elites. Plus, running CotGW,
BCs and
GHs don't get Objective Secured, which is one of their main benefits as Troop choices. And while it's great that Wolf Guard can load up on pretty much everything, I don't know that you're really gaining anything bringing more than 2 combi's per 5-man squad or 3 combi's per 10-man squad. It's probably worth putting a Storm Shield or two in PAWG units, too. I like 1 in a 5-man unit and 2 in a 10-man unit (not on the Pack Leader, so model placement and Look Out, Sir! gives you wound placement options).
As for the Frost Axe... It's dealer's choice. +2 Strength, AP2 is great, and the fact that it's not a Specialist Weapon means you can still get an extra attack merely by packing a pistol along... But I tend to think that if you're going last in
cc because of an unwieldy weapon, you should make sure that going last is sealing the deal with a Power Fist (or Thunder Hammer, if your opponents tend to field multi-wound models).
Just my off-the-top-of-my-head suggestions. I have no idea where that leaves you for points...