With the fliers and psykers being the main threat/power in the game why not join in?
The old adage of "If you can't beat them join them" rings true.
Lets start with the Weirdboy, he's very cheap, 20p more than the cheapest character in the ork codex, and for those 20p your getting one of the strongest
AT weapon in the game and the ork codex (After a double six with a shokk attack gun)
So a quick run down of his powers.
'Eadbanger effectively a blast comes over his head and is mostly going to take away a wound and another ork or two. For the sum total of 33.5P, but that's not effective points total considering the weirdboy is still alive, that's what makes warphead a waste of points. The damage from one of the worst rolls totals just over but the weirdboy will still live.
Frazzle is pretty much the same but with a 24" range and not at your orks (I'm trying not to infringe copyrights, difficult though

)
Zzap is the best power roll now a melta automatic hit weapon with max strength is nothing to scoff at, no AP1 though.
Warpath is another great power but only in
CC, you get a extra attack for alll orks in the squad, 5 attack Slugga boyz anyone?
Ere we go, not the best power. Means you deepstrike even if your in combat (Good if you didn't want to be in that combat, but when does that ever happen?)
Waaagh! is the last power, I don't think I need to say anything here.
Now 6th edition has brought in dispel to counter balance the new powers, so instead of a 1/6 chance of stopping the power you get a 1/3 chance, increasing the odds massively of you surviving what you need to survive. Probably would be good in costly units or the first wave of orks to give them better protection.
Now, Zzap is great for other reasons than the obvious. Zzap auto hits, now since most flyers require that elusive six to hit Zzap negates that and will give you a surefire pen on AV10 and a 5/6 chance of a Pen on AV11. 2/3 on AV12 also.
So orks have something other than the plane to deal with other flyers.
I would almost say he's a must buy. He can make dispel better and he can hurt flyers with ease (Provided you roll a 3, that and he buffs squads) now since we're going to see a lot of both catagories he's a good choice.
Now here's the best part.
Orks have the best fast attack slots out of all codex's. They've got the largest squad of jump infantry to my knowledge (Excluding the puny gargoyles

) so we get the full effect of the I10 strike, they're really fast tough and cheap also, Warbikers are always tough even more so that the bracketed value is their only toughness (No Str8
ID) Warbuggies took a hit considering the
KFF has gone down in power (Never liked it anyway

)
The star though is the Dakkajet, in combination with the Weirdboy another great unit it becomes even stronger.
The best load out is with the extra supashoota for 9
TL BS3 shots on a normal turn and 18 on a Waaagh turn, with that load out it's cheaper than a basic stormtalon and more effective.
I'm questioning the use of the Fighta Ace upgrade, I mean against Eldar or Tau it's your best friend. But unless you can switch your list i'm not sure it's a must have since it's only amazing against two possible three (Necrons) armies.
Speaking of the necrons, they can glance every turn with their warrior squads right? So warriors are going to be common?
That's great, I can kill 11.25 a turn on a waaagh! That's a entire squad so no
RP.
Anyway, there's probably some other good things out there, but I'm hankering for some icecream so I'm cutting this short