Thanks. Helpful feedback.
Our flying units (destroyers, scarabs) max out at 10 inches of movement if they want to contribute to combat, which is worse than most other faction's flying units (usually 12 inches). Slow.
Tomb Blades are tolerable at 14 inch movement for a jetbike, but no stratagems to advance and shoot without penalties, meaning you lose firepower if you do so.
Wraiths can be fast with the advance and charge strat, but again, thats with a strat, and unless you're running Nephrekh, is not a viable strategy to rely on. Meh.
Transports? What Transports?
Our Ghost Arks Border on unusable. Only able to fit minimum sized squads of our worse troop choice in them, or characters, and nothing else inside them due to transport capacity. They're not open topped. They cost 145 points. Only t6. Only 4+ armor, but have quantum shielding, and a middling amount of firepower.
Night Scythes are also over priced at 135 points. Laughably pitiful firepower. Can't disembark turn 1 from them. Everything inside them dies automatically unless you burn
CP. Useless.
Monolith? Don't make me laugh. Can't disembark from it until turn 3 if the thing deep strikes. Costs almost the same as a knight galant, and is worse in every possible way. Has a great 6 inch move.
A couple niche teleportation things help mask the problem, but Necrons are slow as all hell when compared to everything else with a blanket 5 inch movement.
Deceiver Move? - Can't charge after.
Veil - 9 inch requirement. Space Marines can make that 12 inches.
Zandrehk/Oby combo? - Can get you close, unless you're playing vs primaris, or someone who doesn't screen. Both characters are expensive as sin, and lackluster.