In my experience, leaping mutants work very effectively so long as they fit into the larger army. As a one-trick pony, they're pretty expensive. But as part of a larger battle plan, they get very dangerous. At T4 they're tough to wound, though bolters and other ap4 firepower will take them down without armor saves. They're safest in combat, of course.
Generally speaking, survivability for the leapers hinges on either 1) deploying them carefully, hugging cover as you advance, etc. (which will sometimes hinder, but not usually cripple, delivery of the demon vessel), and getting that charge that slingshots them across the table. (Otherwise, relying on a fleet role for the extra speed element is pretty dicey.) or (much more effective) 2) presenting them in the context of multiple threats (e.g., a second, bloated mutant mob working its way up the middle while the leapers swarm a flank; or allied chaos marines that can't be ignored, such as possessed or chosen; or a big scary bunch of chaos spawn). Fielding a unit of chaos hounds in conjunction with the leapers has also worked for me. Anything to divide incoming fire as the mutants make their move.
One drawback to the leaping vessel tactic is that when the demon pops, the mutants lose the benefit of the champion' s leadership unless they stay in the same combats -- which might tie down the demon in places you don't want him. (Otherwise, the leapers' leadership plummets to direly low levels, and this is a pretty expensive unit to write off and/or hand to your opponents -- 200 points plus, most likely.)
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