Greetings!
I see a decent kan-wall growing, and would offer you a bit of advice.
1. I agree with Icehawk about removing the powerklaw on the
KFF mek. His most valuable asset to you is the
KFF, and if you put that into close combat and jeapordize it, you're making a serious mistake. Remove his wargear; its not hard to keep him out of close combat. Lose his bosspole too; the nob leading the mob can cover that role.
2. Ghazghkull Thraka. Immensely powerful Ork. Who do you plan on putting him with? He's a STR10 monster in close combat....but you already have nine of those. He's going to get up to combat slower than everyone else too. Adding a vehicle to your list would break the great theme you've got working, and he absorbs a lot of points. I'm not saying drop him; the auto 6" Waaaugh! is quite useful.....but those orks will be running up behind kans, which don't have the Waaaugh! Personally, I probably wouldn't take him. Not in a kan wall - there's so much more useful things you could get with that 225 points that you need to have.
3. Lootas. Lootas are awesome, doubly so for a foot-slogging list where you don't have battlewagons blocking your line of sight. I would ignore the advice to kick them down to 10 apiece; that's horrible advice. You *do* have an open elite slot though, which I think you should reconsider.
4. Kommandos. Ever thought of them? In your mechanized list, you're crossing 12-13" per turn, with Ghazghkull you're looking at a pretty much guaranteed 2nd turn assault. Foot-slogging, you don't have this early combat option. Kommandos (led by Snikrot) can put pressure on the enemy rear, forcing them to edge up the board to stay out of his threat area....which is exactly what you need. You *need* the enemy moving towards you instead of sitting back and sniping. If you want to push the envelope, you can also attach an independent character (Ghazghkull) to Snikrot, bringing HIM on the from the back table edge. I'm sure that folks will show up telling you that it isn't popular, but it is unquestionably legal.
5. Deffkoptas: Any anti-tank you can get you need, and splitting your two deffkoptas into two units of one would be an excellent choice. If you need me to elaborate more on this for some reason, let me know.
6. I agree on the big shootas. Boyz mobs moving up the board are either going to move/run or move/shoot. You might have a first turn move/run, but turn2+ is probably move/shoot because the killa-kans will be shooting as they advance, and your boyz aren't going to be running up past your dreadnoughts - meaning you'll have opportunities to put those big shootas to work.
7. If you're going to play a kan-wall, I highly encourage you to buy a
tac-template if you don't have one yet.
http://www.thewarstore.com/product7324.html it has a 2", 4", and 6" range bubble. I think I left mine / lost mine in Atlanta, so I just ordered another one right now actually. This little beauty will help speed things up enormously.
8. Bosspoles: I view bosspoles as an "either / or" thing with Ghazghkull in the army. Your 4+ cover saves will keep you above 10 for multiple turns, and in close combat you should also be on the Waaaugh! with Ghazghkull, which makes you fearless and not in need of a bosspole.