I notice that you are using the Ork Codex detachment for 3
HQs.
Don't. Please. Pretty please. It is really really really bad. Like, when you are on that page your natural reaction should be your eyes glazing over then rolling back into your head while you begin frothing at mouth, bad. That bad. Worse probably.
That said, using 2 CADs works like a charm (and you can even get 4
HQs!) because really, us orks should have at least 4 troops units on the board. Unlike a multitude of other armies, our troops are our bread and butter. Specifically boyz.
The advantage to using
CAD is that your troops are ObSec, and ObSec wins tight games. Fact. The Ork Warband detachment's bonus is Hammer of Wrath if you charge ten or more? That is situational and gimmicky at best, literally impossible to benefit from at worst (because the unit ALSO has to be 10 or more models) AND on top of that it has a half arsed attempt for Ideal Mission Commander but only works for the Ork warlord traits (which are okay), but you really should just use Rulebook traits. But that's your call.
What isn't your call is using the Ork Warband detachment. Its bad, and whoever designed it should feel bad. And wow, S3 hammer of wrath on the first row. Spooooky.
All that aside, Weird Boyz are lots of fun. Dont take a Warp Head though. If you squeeze some more points out of the list you can just take TWO Weirdboyz instead for double the trouble (4 castable spells a turn rather than 3, and frazzle is fun!)
I personally like to put weirdboyz in blobs. Sure, they could cause some collateral damage, but you're playing orks, and orks are
fun. Having power vomit in a blob is a hoot, having a force weapon for killing monstrous creatures is good, and also Da Jump has got to be both the most insane and late-game changing power in warhammer
40k at the same time. Nothing like being in a combat you can't win and then just NOPE.avi'ing away. Or teleporting onto an objective on the last turn. Or across the board with a mob of 30 shootas. They also help generate Warp charges (because they really should generate that bonus charge no problem) so you get decent psychic defense too. Weirdboyz are just a great swiss army knife. Take them if you can.
I don't know what the point of the three naked little meks is. Drop them and take a second weirdboy pronto. If you really want to keep one real bad for the battlewagon, go for it. But the other two are pointless, especially if you arent giving them the magical KMB. Also, unless your Warboss is joining the
MANZ missile, drop the Mega Armour. It prevents his entire unit from both running and sweeping advances, both of which are pretty important, especially considering the warboss' near average initiative of 4 will actually give you a snowballs chance of sweeping anything that isnt a fire warrior. Heavy should keep him fine, and worst case scenario the mob gets challenged you answer the call with your naked 15 point mekboy who, after leaving the battlewagon, is for all intents and purposes just a regular boy.
Stormboyz are a lot of fun but everyone is absolutely terrified of them (with good reason) and they will suffer a LOT of shooting on turn one. Try to stay out of
LoS as much as possible with these dudes and don't jump the gun with their assault. I know turn one assaults are a lot of fun but you dont want to be caught in the open if you fail your charge, because stormboyz are too expensive to waste to blast fire. Wait til turn two and stack your 12" jump,
2d6 run, and
2d6 assault together and they will be able to hit ANY point in your opponents line, and he knows it. They're a great psychological weapon, but only so long as they are alive.
It is too late at night for me to re-write a list or anything requiring more thinking than vomiting words on the page. So yeah, that's my two teef on the matter.