For fluff reasons a Freebooter army might be fun. Pointwise and effectiveness; Badruk, Flash Gitz, and Snazguns in general are a terrible waste.
If you meant something else, my apologies.
In your shoes, with what you've listed, here's what I would do (keep in mind that
GW supports "counts as" when you're missing models:
HQs: You only have two right now; a Warboss and a Mek. Give that Warboss 'Eavy armour or Mega-armour. Either way, make sure he has a powerklaw and an attack squig. (experiment), OR say that he counts as Ghazghkull Thraka (that's what I would do). The Mek and
KFF have a place, but not in what I'm making here.
Troop1: Those 10 nobs are a troops choice with a warboss or Ghazghkull. Even if you don't have the bits, mark them differently so you can tell them apart, which is good enough for most games. I magnetize a lot of stuff, and that's what I use: I cut apart some rokkit launcha arms to get the rokkit out and I stick that on a Nob base when I want to show that he has a kombi-rokkit. I have Tau flamers I stick on a base to show that he has a kombi-scorcha. I have some Warbiker "Nob arms" that I use to show big choppas. If the following list doesn't work, alter it as you will, but make sure that all 10 Nobs are different.
1. Nob Painboy (YOU MUST HAVE THIS); optional orderly (use a grot)
2. Waaugh! Banner (essential): I glued a bosspole to the middle of a Black Reach Nob's back to show a Waaugh! Banner.
3. Bosspole: I drilled a hole in the hip canister of a black reach nob and glued in a bosspole to show a bosspole here.
4. Powerklaw
5. Powerklaw / Ammo runt (I bought a box of fantasy orks for bits, and I use the shield emblems magnetized on nob bases to show where the ammo runts are.
6. Powerklaw / Skorcha
7. Big Choppa
8. Big choppa / Ammo runt (ammo runts are the cheapest way to show different Nobs)
9. Skorcha
10. Normal Nob
There's no rokkits in there right now because you'll rarely want to send your Nobs against vehicles - they'll be sitting out in the open and get shot to pieces the next turn, and you have to assault what you shoot at. If you ever DO put a rokkit on someone, give them an ammo runt too, so its a one-shot twin-linked.
Give your Nobs 'Eavy armour. Now they are all 4+ armour, 4+ feel no pain, and you can take 10 wounds without losing a single model. Attach your Warboss (Ghazghkull) to this unit.
You mentioned a trukk, but didn't put one in your list of things you have - if you have one, stick this unit into the trukk. If you don't have a trukk, use your warbuggie to proxy a trukk. If its the ONLY trukk you're going to have, keep it out of lanes of fire, keep it in cover, because you want your Nobs and Ghazghkull/Warboss to make it to the fight. The THEME of this army is to make your opponent decide which is more dangerous: Nobs+Warboss or everything else. They will have to focus fire on one of them, and the other will kill them.
Troop 2: 30 Choppa/Slugga: use them as Counts as and make them shootas. If they're footing it across the table, make them have some firepower on the go. Put in a Nob with a powerklaw and a bosspole. Honestly....I would use your Mek with the
KFF and say "Counts as Mad Dok Grotsnik." This entire troop choice of 30 boyz now has Feel No Pain. You may additionally want to use this mob (since you only have enough Orks for one right now) as your mob of 'Ard Boyz. You now have 4+ armor, 4+ Feel no Pain.
Troop 3: 19 Gretchin, 1 Runtherder. You need 1 Runtherder per 10 Gretchin, and since you only have 20 even, take one off and save yourself 13 points. I usually do 19+1 or 29+2.
Elite1: Snikrot + 14 Kommandos. If you don't have enough models, proxy something in for them. I have regular ork boyz as kommandos, I just gave them all a special pant job and I gave them a slugga and a dagger to act as a choppa; I got the daggers from the box of fantasy orks. Burnas are absolutely wonderful - I take two whenever I take kommandos. Get one more if you can, or proxy one. If you have some cash, get a box of Lootas / Burnas, and scavenge out of it for the bodies and other burna. You'll use most of the stuff in that box.

Snikrot can come on any table edge, gets
3D6 through cover, and if you have Ghazghkull in your army, and Waaugh! the turn that Snikrot comes out, you have potentially a 18" assault range from any table edge. He's NASTY.
Fast Attack1: Vulture Boyz. If I count right, you used 9 Nobs + Painboy for one troop choice, and the 10th Nob as the Nob for your 30 boyz. Use ANY model here...use your extra runtherder and call him Zagstruk. Stick in your 10 Stormboyz and your 5 Big Shootas (counts as stormboyz) and you have 15 Stormboyz + Zagstruk, and they can assault from their deepstrike. Snikrot and Zagstruk go GREAT together.

If you have any spare models, add them to this unit until you have 20.
Fast Attack 2: 1 Deffkopta - You're weak on anti-tank, so I'd give this one twin-linked rokkits and a big bomb. This Deff-kopta will outflank and try getting some rear armour shots on enemy tanks.
Fast Attack 3: 2 DeffKoptas - Same thing. Alternatively, you can try drawing fire away from your trukk with these two. You have a 3+ cover save when you turbo-boost, toughness 5, and a 4+ armour save (2 wounds).
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That utilizes pretty much everything you have. If its too many points for the game, drop the Deffkoptas first. If you need more, drop the gretchin ('Ard Boyz can screen if you have to), after that, drop Zagstruk, and then start paring down from there if the need should arise but...it shouldn't.
The army list I just made gives you several high-threat targets. Your Nobs+
HQ can eat ANYTHING that ANY opponent fields. Your kommandos can eat pretty much anything. So can Zagstruk and the stormboyz. Your 'Ard Boyz are nigh impossible to kill in any significant numbers and there's a hidden powerklaw in there that can eat anything too.
If you have spare money, or in the future, here's what I'd focus on:
1. More Boyz - you need more models. Check e-bay or the forums, or your
FLGS or whatever and see if there are any great deals. You can call anything "as-is" but you need the models to do so.
2. Trukks: If you have trukks, you need less models. 12 Boyz per trukk; 1850 points (with Snikrot) is pretty much 3-4 trukks full of boyz, that's 48 models in trukks (plus other stuff like Kommandos). Personally, I currently own 2 trukks and 1 battlewagon. When I'm playing games at my
FLGS, I borrow the store's display stuff (rhinos etc) and call them trukks. If you're a regular customer somewhere, it won't be an issue. Otherwise, get a couple more trukks.
3. Battlewagon: There is nothing more intimidating in an Ork army than Ghazghkull Thraka, 10 independently equipped Nobs inside a Battlewagon with a Deff Rolla and a a Killakannon. You have a template
MEQ killer, and a front armor 14 transport to get death and destruction to the front lines. There is nothing anywhere in
40k that can stand up to Ghazghkull + that unit of nobs on the charge during a Waaaugh! And for the people trying to focus on the battlewagon, keep a trukk in front of it, position it carefully, use cover advantageously...whatever you have to do to make sure that it will get cover saves and that they can't shoot your side / rear. A battlewagon (or any trukk) on the Waaugh! has a 27" assault range. Its lethal.
4. Filling out your units: Worry about this last, you can proxy and "counts as" as much as you need. Another burna, some more stormboyz, some Lootas...whatever you like. Personally....I believe that orks have enough dakka and killy that Big Shootas are a waste in a unit; I tend to lump my big shootas (I've been through 4
AoBR boxes) together and call it a unit of Lootas if I do anything.
Remember...the Ork Codex gives you almost unlimited leeway to do whatever you want. A Loota isn't a specific model: Its just the biggest gun that the Ork could find. Trukks are ramshackle contraptions designed to get Orks into combat as fast as possible. You can use almost anything to proxy anything in an Ork army, and it fits the fluff.
There's my two cents; hope to see what you try.
*EDIT* And remember: Gretchin in cover holding an objective go to ground and get 3+ cover saves. They're hard to uproot.