Two major things:
1) When using Drop Pods, you really need to fill them up as much as possible. You can't assault the first turn so you will be sitting in the open. Your ranged capabilities need to be as strong as possible and you need to be able to suffer casualties.
2) Space Wolves don't get many options for heavy weapons, so skipping them when they are available is ill advised. It would behoove you to take them whenever and where ever possible.
I'd tweak your list like so:
Both Combi-Meltas from the 315 point pack split off to lead the Wolf Scouts. Your Drop Pod will be at max capacity and you gain two Assault Cannons in that one pod. Since you are lacking in any form of anti-dreadnought in combat outside of Logan, putting Chainfists on the few terminators you bring would be a good idea.
Two other units were tweaked to fit in an Assault Cannon in each. I left them each a single Combi-Melta since they don't have as many Assault Cannon shots, plus you may need something more reliable if someone has AV14 facing you that you need to deal with immediately.
Your "rock unit" is lacking in wound allocation capabilities. Wound allocation goes an incredibly slowed long way to increasing survivability which is why you see so many people do it. On top of that, this is yet another chance to take a heavy weapon! Simply bump up a naked Wolf Guard to split off to join the Long fangs and you get yet another Assault cannon. This costs you no major loss in combat capability.
Also, Storm Shields are good and expensive. But you don't need very many. Most enemy units will have 1-2 models with power weapons, so you won't have a whole lot of invulnerable saves you need to take. From shooting, AP2 is low as well. Most units only have 1-2 AP2 weapons so you usually take only 2-3 AP2 shots per enemy unit, for the ones that even have the capability. And you'll have other units on the table to annoy them with.
Assault Cannons really would help your list out. Against move vehicles they are effective, and they are excellent against infantry. The Combi-Meltas are only single shot weapons so if you wiff it you need something else that can keep firing to pop whatever vehicles you need. Flat out, your original list doesn't have the staying power with anti-tank. Your Long Fangs were the only ones that could keep firing, and after Turn 1 they probably won't be alive if the enemy is full mech.
Speaking of Long Fangs, 25 points is a cheap investment for an extra wound and extra Multi-Melta shot. So no reason to skip this.
All that said, you only have 3 pods coming down on turn one, both in your list and in my tweaked version. Wolf Guard, in my opinion, are not the best way to do this. I'd still bring Logan but I wouldn't make it Loganwing just because you can. A decked out 8 man Grey Hunter pack in Drop Pod costs only 200 points. Bump it up to 10 man and its 230. You can work it out to get 5 pods down on Turn 1 if you are clever, leaving you 4-5 to reinforce you.
But up to you in the end. Against many opponents I don't see your list having too many problems, but only if you bring more reliable/lasting anti-tank.