Just took a quick glance, some feedback:
1) Unless I missed something, your bike damage table should be a simple
D6 roll, not sure why you have 10 options.
2) Vehicle damage tables didn't include "+1 on future rolls", etc. That's a massive pain to keep track of mid-game if you have many bikes. Damage was already a little tough to track. Types of vehicles had pretty similar damage tables, and bikes were roughly: lose a weapon, limited to slow speed, crash and burn, or crash and burn with a big fireball etc (also 6" explosion is friggin' MASSIVE by the way...tanks only generally blew up 3" around). I'd check the normal datafaxes for bikes to get an idea how the damage table can flow. Here's a sample:
3) Some of your weapons don't follow the formula from the rulebook for armour penetration. They have a simple formula for generating it, which is slightly different for shooting and close combat weapons. Basic rule for shooting weapons is :
D6+Strength+Damage Roll. Close combat weapons are
D6+Strength+Strength Damage (there is a table in the book). This was unique about
40K 2nd edition but they basically give you weapon creation rules more or less. Of course you don't have to follow them, but it takes all the guesswork out of it. An example would be your Guardian Spear shooting stats. Damage D3 would be added to the
AP value.
D6+4(Strength)+D3(Damage) -- written in whatever order you want, it was normally all the dice rolls up front. Also 2nd edition never used D3s that I can think of, but that's not really a big deal.
3) While it's not game breaking, remember 2nd edition didn't use "User's Strength" as a thing for close combat weapons. Mainly because it would require re-calculating the armour penetration for every model using it. Weapons simply had a fixed stat line. A power sword counted as Strength 5 regardless of being held by a Imperial Guard sergeant or a Space Marine. I'd probably swap those stats out for fixed values to avoid confusion during play. There is a chart in the rulebook for armour penetration bonuses from unit strengths. For instance a Strength 8 model has
D20 additional armour penetration. This is why the Power Fist (Strength 8, 1 damage) has an armour penetration of
D6+
D20+8, etc. So by changing a weapon's strength value according to its user, you'd have to re-do all that math each time.
4) I don't know if I'd give Hurricane Bolters a +2/+1 for range...as they're already using Custodes
BS which is high - and weapons mounted to Imperium vehicles without fail had a targeter for an additional +1. Hurricane Bolters are really just 3 Sustained Fire dice bolters, so I'd leave the normal +1/+0 stat line.
5) I'm not overly familiar with custodes weaponry, but keep in mind 2nd edition had longer ranges. A heavy bolter went 40", etc. I think your ranges look a bit more 8th edition and not 2nd edition. Worth simply going through the 2nd edition wargear book and seeing the range differences. Remember laspistols shoot 16" in this game, and auto-cannons fire 72" etc. The only things that stayed static were things like bolt guns at 24".
Overall it looks like you're heading in the right direction, but as a guy who's doing heaps of 2nd edition resources, some stuff just doesn't "feel" 2nd edition - but could easily be fixed.