I like the second list better.
The more scoring units you have that aren't podding in on first turn the better in my opinion. I like the scouts as just a 5-man squad with bolters in reserve (55 points), personally. That allows you to outflank them later, or start them on the board if you need to for some reason (which you probably won't very often, maybe just to counter another players scout moves?). I've run sniper scouts more times than I can remember, and they just always under-perform. The pinning can be nice, but I'd go with bolters, and then give your bike sgt. a melta bomb and put the rest of the points back into the grey hunter squad. I'd also drop the auspex on the Chapter Master if the 5 points can be put to better use on a grey hunter squad's equipment.
I don't play Space Wolves often, but I know that with regular space marine
dev squads, it's always nice to have extra ablative wounds to take incoming fire so you're not dropping the heavy weapons as soon as you lose a wound or two... might be worth considering one or two more guys in that unit?
I like combining a nasty biker unit going flat out turn 1 while 2 pods come down into their gun line - seems like a nice way to overwhelm them... they probably can't kill it all by turn 2, so they're in for a nasty charge, especially if your storm raven comes on
Lastly, depending on who/where you play, you might wanna check the
FAQ they usually reference (not that I'd care, but some people do maybe?) .. some
FAQs rule that you can't take more than one Chapter Relic on a single character (Burning Blade + Shield Eternal)
The list looks like lots of fun though!