I have no exact idea of what all has been proposed yet, read the first few pages but then i noticed there were 12. O_o
I read a few times that a good thing on monoliths would be that they would gain deep strike failure immunity, in my opinion they don't exactly need that to be better, a very fair and more simple addition for them would be a better version of 'Heavy', so here's my version:
'Floating Fortress': A monolith has all the aspects of a 'Heavy' vehicle with the following exceptions: a monolith may fire it's other weapons on full ballistic skill and use other special weapons even when firing it's ordnance weapon.
Hence a little improvement that might require a little extra points! +15 points I'd say (makes them have a funny point cost again, mhihihihi).
As for flayed ones, that one is easy, I would not make them troops, (hell no, I need to have warriors there!!!) Just give them this extra rule in replacement of their deep strike rule:
'Arrival Within The Shadows': Flayed ones have the 'deep strike' special rule. They however prefer to enter as silently as possible so their prey can be caught easily, when Flayed Ones arrived via deep strike they can only be targeted by units who have at least 1 model within 12" range (for Vehicles the weapons must be within the range), furthermore when a unit has been nominated to fire at the Flayed Ones the unit must roll a
D6, if the result is 4 or more they can fire normally, if the result is less, they have only been distracted by the strange sounds of the Flayed Ones arrival and may not do anything that shooting phase.
And they should get Initiative 4 as they once had. (they are blood-crazy machines that are twisted beyond reason, sure they got a bit more faster and twitchy)
Their point cost should be adapted to 18 points.
As for our poor Lychgaurd, easy, 2+ save AND the ability to give a half or the whole of the squad the other wargear option (Any tactical Overlord would agree that having a few of them carrying shields and the others bad-ass weaponry for true killing wouldn't be such a bad idea.) no points increase here.
As for some Warp defense, I find the Anti-Warp Cryptek idea fascinating, since Necrons have been busy building Warp negating buildings, they could easily have made artefacts that are much smaller (also less effective as whole buildings of course) but still potent warp blockers. So I suggest the following option:
A Cryptek may be upgraded to a Cryptek of Order (credit to the one who invented this, read it somewhere, but cannot remember who invented it), changing it's Staff of Light for a Staff of Order (Range 24" S5 AP4 Assault 2, Ray of Order: When a unit is hit by this weapon and has a Psyker in it, this(these) Psyker(s) must add +2 to any Psychic Test Roll they take untill their opponents following turn.
Wargear option 1: Sphere of Order: This Artefact has much resemblance to a Resurrection Orb but an entirely different role. It resonates a field that nullifies any warp energy near it.
A Cryptek of Order and the unit pass their 'Deny the Witch' rolls on a 4+. Furthermore Psykers who are in a combat in which the wielder of this item is present have to take a
3D6 leadership test at every start of a round of combat, if they pass, nothing happens, if they fail, they suffer 1 Unsaved Wound. (Costs 30 Points)
Wargear option 2: Mind Key: This device is a small piece of gear that Crypteks of Order have developed over millennia, it has the ability to find a Psyker Mind and completely lock it off from the warp, thus nullifying the Psyker. A nasty side effect is that it also seals off much other things than only the Warp.
A Cryptek of Order may choose not to fire it's standard weapon during the shooting phase and fire the Mind Key instead. The Mind Key can be used to target a Psyker within 36" range (even if he is within a Unit, only the Psyker is targeted and only 1 Psyker can be targeted). The Cryptek rolls to hit as normal, if hit has been rolled the Cryptek's controlling player has to roll a
D6, on a 4+ the enemy Psyker has been locked down by the Mind key and cannot do anything untill the following Necron player turn. During Lock Down, at the start of his own movement phase the Psyker has to take a strength test, if failed, the Psyker suffers an unsaved wound, if passed nothing happens. (Costs 25 Points)
I'm done for now

hope you like some Ideas and it would be great if some were use-able

haha!
My Necrons only say, AVENGERS, ASSEMBLE!!! *they fly off to distant planets.