It's a strong list you have there.
Good things I'm seeing:
1) So much
CP. You can afford to hide 90 Boyz in the tellyporta, or da jump 30 turn one to get a headstart clearing chaff and deepstrike the other two mobs turn two. I like the 2nd idea more, as it leaves you with 17
cp left over, meaning you could potentially use endless green tide without eating too much into your lootas-
cp-eating-machine. Downside of dajumping Boyz t1 is you'll need to find a spot to hide them, else they'll get them shot to bits turn 1 if you start 2nd.. and good luck hiding 30 Boyz..
2) So many grots. 60 will mean your lootas will be safe for a good while, and if you're tellyporting your boyz you will have 2-3 turns of lootas blasting away your enemies army. That's disgusting.
3) Threat overload. Your boyz will melt chaff, and lootas + mekguns will shred anything of high toughness. And your opponent will have a hard time clearing either of those, especially as both of your threats are made up mostly of 1 wound models. Your other threats are characters! You have 3 Weirdboyz ripping through invulnerable saves and a Smashboss melee beatstick. Sweet
.
So and so things:
1) Only targets for enemy anti-tank are your mekguns (as your deffskulls get deepstrike), meaning they will die very very fast. That's kind of ok as when they die your lootas can lootit! for an improved save, but then you'll only need one mekgun to lootit. Even with four mek guns, covered by an invulnerable
kff I don't see them lasting long. Lootit on the lootas is great, as having them in cover means a 4+ save, or 5++ invulnerable if any shots get through the grots.
2) Warboss on bike. He's really fast, but as he loses the infantry keyword you lose out on the "GETSTUCKIN" stratagem. However, he'll want to be surrounded by boys I imagine, in which case the warbike boss will easily cross the board without needing dajump help. And the fact that usually if you're wanting to use stuck in on your Warboss.. it's after charging him into something really nasty.. which might just kill your Warboss anyway sooo.. yeah this whole point is something to just bear in mind.
Things I might change:
3) And this is only because they're lacking synergy, but the deffkoptas and kommandos being bad moons is only really due to you wanting a brigade. You're never going to use showing off on the deffkoptas and the kommandos don't benefit either. Deffkoptas are BEGGING to be used as deffskulls with KMB, and kommandos love the evil suns charge buff. I would lose the 2
cp and take two badmoons battalions instead. So, drop the deffkoptas, move the kommandos to your evil suns detachment, add zhardsnark to that detachment (and switch the evil suns weirdboy to your new badmoons battalion.
You lose 2cp but gain an untargetable, very fast monster. And your kommandos can be used as flex picks, you could use them to assist the boyz or just save them for some objectives which are a bit out of reach late game.
Overall very nice list though. Even ignoring my feedback, your list will be a massive headache to any army.