Hail!
I like the beefyness of the list with Njal, Canis, Wolf Guard Terminators and scouts, but I feel that you might not fair too well against tanks and or mob armies.
First off, only have 20 scoring Grey Hunters is going to be hard to deal with if you are playing a game with more than 2 objectives to control. Also having a full squad of Grey hunters with no special weapons is a bit stunning to me. With the wargear a Grey Hunter comes with, there is not reason not to give one guy a special weapon, and at ten guys, there certianly isn't a reason to not give a second guy a special weapon. If you aren't looking to salvage some points, give the first special weapon Grey Hunter a flamer (0 points) and give the 10th guy a melta or plasmagun (free as it is the second upgrade for a full squad).
I also don't see the point of giving your Grey Hunter Leaders a Plasma Pistol when it : has less range, less shots, costs 5 points more, and has the same chance to blow up in your face, compared to a plasma gun. Equiping a plasma gun won't cost you in the way of attacks either, because it will simply replace the Grey Hunter's bolter, still allowing him to pull out his chainsword and bolt pistol in close combat.
I'm also wondering who the third Rhino is for. I can see that two should be allocated to the Grey Hunters, but nothing else in your list can use the Rhino. Terminators can't use it, and you could only fit half of your wolves, even if you wanted them to ride inside. I Would definatly consider dropping this third Rhino.
The last issue I see with your army is the lack of tank-cracking ability. The scouts and the few wolfguard is all you have for heavy armor such as
AV 13 or higher, and all of these have to be within 12'' to even be used. I would consider taking either some Long Fangs, a Land Raider, a Predator Anhillator, or beefing out your Grey Hunter squads with some meltaguns. You definately need some long range anit-armor in this list.
These are my thoughts, I hope they are of some help
Praise Russ!