Welcome to the Waaaugh!
Please let me direct your attention to
THIS THREAD, which I'd encourage all new Ork players around here to read.
Ignore the note about getting 4+ cover for moving 18"; that only applies to fast skimmers who move flat out.
The key to an Ork list at 1,000 points is utility denial. Make a piece of the enemy army not work effectively. The easiest display of this philosophy is to either take all vehicles, such that the enemy anti-infantry weaponry is useless until you've been disembarked, or to take no vehicles, such that the enemy anti-tank weaponry is neutralized. Anything you can do to decrease your enemy's effectiveness increases your own.
The role of a trukk in an ork army is really a supporting role. A trukk can't stand up to sustained enemy fire; both anti-infantry and anti-vehicular weapons can kill it, and ramshackle gives you a 66% chance of exploding, which is going to cost you 3-5 boyz - leading to both pinning and morale tests, and the loss of being fearless. That's a heavy toll to pay on your primary forces. Trukks are great for backing up battlewagons - they can hide behind a battlewagon to avoid getting fired on, and move around (or back) to support whatever initiative that needs help. You can't realistically field multiple battlewagons in a 1,000 point list, making the trukks difficult to tactically justify.
IE, there's your anecdote - trukks are fragile, yet still manage to deliver if you use them as a SUPPORTING unit for your main army thrust.....which doesn't scale at 1,000 points.
My advice: Lose your vehicles entirely. They're only hurting you at this point level, and for what you're capable of fielding. If you *want* to abuse the
KFF's ability to grant a 4+ cover save to vehicles, add in some Killa-kans. They're monstrously hard to kill if you and your opponent are both rolling average rolls. Otherwise, stick with simple numbers at 1,000 points.
The obvious pink elephant left in the room is your unit of Stormboyz; who now have the ability to outpace the rest of your army, and with the same 6+ armor saves as the rest of your army, are going to arrive too soon and be shot up, or move with the rest of your army and simply cost twice as much as they should. Stormboyz aren't a very good unit. They *are* fun, especially if you tack in Zagstruk - but simply not a very good unit for the point cost vs. their abilities and ease of being killed.
What I think you should do is not replace the Lootas with Snikrot, but replace the Stormboyz with Snikrot, 2 burnas, and 3 kommandos - a minimum sized kommando squad capable of entering the board from any edge freely, and more importantly - threatening the rear table edge of your opponent, making them deploy further in advance and centralized......which is the perfect situation for the rest of your ork army - they get into da krumpin' sooner.
Additionally - you can take gretchin with you for mobile cover. Firing through a unit grants cover to the unit on the other side, and at 3 points apiece (and as a scoring choice) a unit of gretchin are literally a mobile 4+ cover save for your advancing orks. While you may not have gretchin (and I'm not paying $2.50 apiece retail for each 3 point gretchin) you can buy
OOP gretchin models for $0.25 on e-bay, or 1st / 2nd edition orks (they're small) to count as gretchin.
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What do you think about this?
HQ: Warphead or Warboss
Troop1: Either 19 Gretchin + 1 runtherder, or 29 gretchin + 2 runtherders.
Troop2: 20 or 30 boyz with a nob
Troop3: 20 or 30 boyz with a nob
Troop4: Depends on points
Elite1: Snikrot + 5 kommandos (2 burnas)
Elite2: 5 Lootas (make sure to space them out 2" to avoid blast templates)
Elite3: 5 Lootas
You can either add more boyz at this point, or drop in a deffkopta - at 1,000 points, you're not going to see much AV14, and if you go first that 70 point buzzsaw+ twin-linked rokkit armed thing is almost always going to wreck/explode a vehicle on turn one. DARE people to put a predator on the table against you. =p Or a Leman Russ. Or a razorback.