This seems like a lot of stuff to have to track, you've tweaked so much stuff that you've basically created a new codex. It seems like it would be easier to just take the 7e and 6e codices and just use whichever version of a unit is more powerful as the unit's rules, then use the more powerful rules for wargear and special rules. So you would use old mob rule, old kans, old battlewagon w/ old Deff rolla upgrade and old burnas, but new big gunz/mek gunz, new tankbustas, new point cost on buying rokkits and orkonauts would be able to be used. Everything is basically balanced between the two rules sources
IIRC, the only things that need fixing are flash gits and the special characters. The psychic powers may need a reboot, some units like
MANz might need nerfs, and some units may need to use rules that don't work or exist in 7e (burnas may or may not need to use the 6e template rules, and nobs will probably need a fix), but it can be figured out pretty simply by flipping back and forth between books and writing down which version to use.
Edit: on the subject of whole new codices there is an actual pre-rewritten codex here that's moderately well balanced internally, though it does support a ton of stuff that the regular codex doesn't like grot revolutionary armies, dread mobs and superheavies. Link:
http://www.dakkadakka.com/dakkaforum/posts/list/697834.page