Your warboss has stikkbombs and a powerklaw. *laughing*
You're automatically Initiative 1; there's no point to stikkbombs.
Short of that, you've created the ideal list to play against! 1/3 of your army is twice as fast as the other 2/3 of your army, 1/3 of which is static. That means you have three distinct segments of your army, each a distinct threat, each a different level of threatening than the others, and your list caters perfectly to the fire-support options that any half-intelligent player will bring; IE, some anti-tank, some anti-infantry, some templates. The anti-tank doesn't go wasted because you have vehicles, the templates don't get wasted because you have troops on the ground, and your opponent can safely shoot at all your vehicles for a turn (or focus fire on the only important one for turn1, the battlewagon) to bring it down before cordoning off your other vehicles / tapping at their AV10 open-topped selves with other weaponry...
All in all, you have a completely underwhelming army. You've picked three individual Orks themes (gunline, mechanized, foot-slogging), populated 2/3 of them at partial strength, which is completely antithetical to everything Orky, and provided the optimal mix of targets for whatever kind of enemy you fight against.
I hope to see you on a table somewhere.