With the wolves' special army rule: Leader of the Pack.
Is basically lets you have two
HQ choices for every
FoC HQ slot, under the condition that no two
HQs may be equipped in the exact same way, nor can two psykers have the exact same combination of powers nor can a saga be taken twice in the army.
In that regard, you'd have to equip one of your priests with either a chooser of the slain with your extra points (say... the one that will be manning a possible aegis defense line's gun, yay re-rollable BS5 for an effective
BS 10!

) or just switch its bolt pistol for the free bolter. It's free, easy and will most probably never come into play, but it's important to note that difference because of the army's special rule.
As for the scouts, I've had good uses for mine and they pretty much always were worth their points. Maybe not in what they kill, but in what they get shot at instead of the rest of my army getting shot at. And with a potential 6 plasma shots or two melta shots (two pistols, special weapon + combi-weapon wolf guard) that can arrive from any edge of the board (even your opponent's) fairly reliably, it's usually enough to get your opponent to shoot at them instead of something else more valuable or at least force your opponent to leave their big toys far from any table edge in fear of their potential, leaving those closer to any real threats your army may have. And that, by my book, is a result worth fielding them. But that's just an opinion, what is it worth anyway?
And for the grey hunters, I'd consider:
Double melta for one squad.
Buying a set of terminators to make a wolf guard unit and having one go in each of your remaining squads and one in each long fangs for protecting them with 2+ save, following their pack leader rule, which allows them to leave the squad (and in this example, leaving said squad empty) to join almost any other squad of wolves.
Combi-weapons for the drop-podding guards, optimally having a combi-version of the special weapon you'll have in the squad.
That would, of course, mean lowering you grey-hunter model count to 8 and forfeiting the free special weapon, but it's worth it because you get a character in your squad for challenges, a 2+/5++ save in your troops and a built-in power-weapon of your choice!
Having all of combis and special weapons be meltas will wreak havoc on any transport-relying list, and even gives you an answer to super-heavies.
And for the long fangs, all sounds good so far, but stick the leader at front so he can eat the first wound and preserve the firing power of the squad, as he's completely useless in most situations (his leadership being the same as the rest of the squad and his ability to challenge useless as, if they get in melee, you're doing it wrong)... except if you mix your
HWs, in which case he's paramount.