The hand weapon + shield doesn't improve an existing ward save, it just gives you a 6++. Since the Foul Pendant is already giving you a 5++, the hand weapon / shield combo does nothing to help I'm afraid. Not to mention as per page 302(?) magic shields can't be used alongside a hand weapon to get a parry save.
Screaming Bell I've not had much luck with, granted I've only tried it like, twice. But if you wanted to keep Queek (whom I've also never used) then you really can't afford the points for the Bell.
The other unit I'd look at is your gutter runners; their purpose. I usually use mine to pop up in the backfield and deal with enemy war machines or other units sitting in the back. For that purpose, you may be better off with two units of 5 instead of one big unit. I'm also not sure I'd bother with the Death Runner or weeping blade. They'll tend to die in
CC for a couple reasons:
1. No ranks or standard put you down by a lot in
CR right off the bat against blocks.
2. 6++ as their only save is pretty bleh. Snare net-shield doesn't help much, just adding a 6+ armor which will oftentimes be negated entirely.
3.
Ld 7 with no SiN and generally outside both the General and
BSB bubbles = broken in combat readily.
Your mileage may vary, of course, but I've never really had them do well in
CC.
Anyway, my thoughts/build based on your list:
Queek with the Stormvermin, Grey Seer/
BSB/Warlock level 2 go in the clan rat blocks. Rocket-caddy can go solo or whatever, he's sort of pointless once he's fired the rocket.