If you intended to keep your melee tyrant and guard, you might consider giving the guard Lash Whips. -2 attacks for any
CC-oriented unit really puts a hurting on them since those units tend to deal wounds simply due to buckets of dice. The whips would likely keep your Tyrant alive much longer in
CC than rending claws would, and outside of
CC it's not like a Guard does anything but soak wounds anyways. I'd personally keep this guy over triple Zoanthrope because he's much scarier, harder to kill, and can lay waste to both tanks and troops effectively. Unless you're whacking away at a bunch of Monoliths, the Tyrant will usually do better.
My gaunts
always wind up just sitting on an objective in all games lurking in 2+ cover save mode. In a kill point game they're a liability, so I just brush them to the side. At 6pts a model and minimalist 8-man squads, I'm perfectly happy with that. At 10pts a model, that's too much for me. If you really do get rushed on your back objectives that often, then a Devgaunt is a better gunline, but I just never get rushed. People are too busy keeping their own objectives or trying to displace my stealers from frontline ones.
Having Without Number on 18-man units of Gaunts is pretty excessive. Without Number makes them that much more expensive and if they're your frontline objective takers and holders, getting wiped and starting on the back of the board isn't really helping you. 90 points vs. 144, twice. 108 points go a long, long ways. Much further than a pair of gaunt squads that likely won't get wiped since there are more urgent things to shoot at. Add in another 200 from your Devourer gaunts... 308 points worth of Genestealers and you still have 36 spinegaunts for three squads of 12. I've never, ever had someone dedicate enough firepower to killing a single squad of 12, much less three. Nobody has ever cleared 18 Gaunts from my board, either. There again, I generally only take two squads of 8 who tend to live unmolested the whole way through.
Much as you hate the look of a Genestealer, there's no arguing the damage two squads of 9 Tendril Stealers can do, which comes in at 306 points. You have two squads of Gaunts to hang back, sitting on objectives in your deployment zone, then a third squad to follow whatever the Genestealers clear away. I can guarantee those two 9-man Tendril Stealer squads will outdo the Gaunts any day unless you get silly with them by running them out in the open as a main target.
As far as looks are concerned, there are three options. 1: Not use the best troop choice we have in our list that also strikes fear into other players, 2: Get over it and lay waste to your enemies, or 3: Convert them to something you do like. It's not like they're biovores who are both ugly and useless.
I think the biggest issue with this list is the troop choices. I see what you're doing with the Devourer spam and forced saves, and it looks like it could be fun and very effective. The Gaunts aren't really doing anything to help since their spinefists don't really ever force huge numbers of saves, whereas Genestealers will effectively remove anything in their way unless you rush into a pile of Daemonettes (that you should've shot, hurray for 5+ saves). Then add in Brood Telepathy: no need for Synapse on the Stealers.