That punctuation would be a good idea

Holy run-on sentence, batman
Deffkoptas aren't that sturdy, and are far from accurate. They can conceivably sod up one tank before someone punches their cards.
Looted wagon is Squishy. It can't take a hit, and if it's steaming ahead at full speed to get into range it's not firing, which is what a boomgun wagon wants to be doing before someone takes it out. Might want to run it next to/behind the kanz, and fire as you roll with them as cover.
Timed attacks would work a LOT better if you can actually predict the timing. You can't.
Stormboyz and Kommandos are ok-ish if they can get into their preferred situations, but you cannot predict when they will come in from reserve. Fliers coming in for dakka-runs suffer the same issue. Fliers don't get to come in from the side, either. They come in from your board edge, unless they have a special rule that says otherwise. If you're running dakkajets and get more than one coming in on a turn call the 1/game waaagh to double the shots.
The Kommandos and Stormboyz can't assault of of reserve either (unless you use zagstrukk for the stormboyz) so they'll pop up and shoot pistols at the enemy, who will most likely then gun the poor suckers down before they can charge.
The biker screen and battlewagons is a viable strategy against most armies, being fast and violent. The Deff Dredds and Kanz don't really fit with it though, as they are markedly slower. If you can tie up the enemy long enough for them to catch up they might do some damage.
Of course, it really depends on what army you face to determine how well this list works.
DE, for example, will target your Battlewagons with massed lance fire, and probably stop them dead by turn 2. Venoms will riddle your deffkoptas with massed firepower, and their high T will be meaningless.
They will ignore the kanz and dredds as they can easily outmaneuver them while they deal with the tougher targets. I love me some kanz and dredds but they are painfully slow and fragile.
They might well struggle a little with the bikers, but massed splinter fire will down them eventually. Flipside is the bikers will murderize
DE vehicles with glances.
If the Stormboyz or Kommandos come on and shoot they can easily move away and riddle them with splinter fire on the turns they show up, as neither unit has much for saves and they won't be assaulting anyone.
Guard would point, laugh, and promptly artillery your ass off the table turn 1. You just don't have enough on the table to survive a full on guard bombardment. Tau and Eldar probably likewise.
I don't want to discourage you from trying the tactic. If it works for you, go for it. I would consider it a risky proposition, as you have no guarantee yo'll have the kommandos or Stormboyz available when you need them to be.
You might mitigate the hurt by running a
KFF mek as your
hq inside a BW, and keeping the other vehicles close. Maybe run a second
KFF mek somewhere near the Walkers.
I assume you have your troops inside the BW? You didn't mention an
hq or your troops choices.