Hmm. My thoughts:
1. Eye of Tizz is not overly great, as you need
LoS to some mage to steal his spells, when at least my discs are always orbiting units, staying out of
LoS, march-blocking and blasting.
2. You could do better on the sorcerer gear in general, either going for more protection or more magical gear or the ever sexy roar.
3. Warriors don't need ahw as they've got a crap ton of attaks (+ the exalted!) already. Shields however will mean they preserve their own numbers, while also crushing the other guy. Also helps against shooting.
4. You need at least a few utility troops, dogs and/or horsemen, with all of these frenzied guys around.
5. The little chosen unit is nothing but a present to your opponent, easily taken out by shooting or even a moderate amount of force. Also the power familiar is illegal on a non-wizard, and actually does nothing useful anyway (the die is his, not the general pool's).
Here's my initial tweak:
H: Exalted -
MoK, axe of khorne, shield = 180
H: Sorcerer -
MoT, level 2, book of secrets, disc = 185
H: Sorcerer -
MoT, level 2, bloodcurdling roar, disc = 180
C: 15 Warriors -
MoK, full command, shields = 300
C: 15 Warriors -
MoK, full command, shields = 300
C: 5 Horsemen - musician, flails, light armor = 86
C: 5 Warhounds = 30
S: 4 Ogres -
MoK, standard, musician, ahw, chaos armor = 240
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1496
Exalted > No change beyond dropping the favor (that sadly will rarely get used), quite the smashy dude. If he gets to put his unit in combat with something, the enemy is going to feel it.
Sorcerers > Decided to go for offense over protective wards, and I figure 7 pd & 4
dd should see you through fairly well @ 1500. Book sorcerer goes with flicker (2 diced) and a nice fire spell (2-3 diced), while the roar sorcerer sticks with flicker (2-3 dice) or his other spell if the situation presents itself. More importantly, the roar sorcerer directs his maddeningly good
2D6 S1 shockwave into elite armored things like knights or elite infantry. Shooting phase
ftw!
Warriors > As noted above, shields for the win. 16+ attaks is plenty, especially with 2+ armor & 1-4CR behind them.
Horsemen > Classic flail cav, useful for many purposes and great models. Stopping war machines is clearly tops on that list, but loads of other uses.
Warhounds > At least one unit for all the dirty work you need. Including controlling your own dudes.
Ogres > Jacked this unit up and figured there's no reason not to model them with 2 weapons and go ape. Brings 20 attaks (!!!) & 1-2CR, giving you a third brutal hammer unit, that also causes fear and moves 12"

Also musician because this unit costs serious points and relies on dice, so no need for an embarrassing musician-fail.
- Salvage