Seems like a workable list, you have a lot of expensive bits and not so many bodies, Cawdor are ostensibly the horde faction.
Now the way the scenarios are written id aim for 9 to 10 bods minimum as a lot have crew limits, but you could possibly go up to 12 for a campaign as you will suffer losses. Cawdor boys arent the most durable, and this where my advice is coming from.
The chainglaive and crossbow are great, pricey bits of kit that are also finikity to bring to bear. The issue is Cawdor are vulnerable to being pinned unlike gangs with ferocity or agility skills. If you get pinned you cant charge, making that chainglaive an expensive ornatament, although as its versitile you may find ops to move then fight at versatile range. The same is true of the unweildy crossbow, if you get pinned without a suspensor you will be left with the choice to standup and move or stay down and blindfire with a -2 to hit (a legit option with frag rounds in zone mortarlis). Given that both weapons are really dangerous these guys WILL get pinned.
Now with the above said Id rebuild your leader into an overseer, and that means cheap. Use him to make sure the crossbow can stand up and shoot every turn, or allow a blunderpole ganger to move, move, move and flame. Think charismatic farcry type cult leader sending his minions into battle with religous rhetoric. Equip him for close protection, mesh, 2 autopistols or a sawn off and melee option, blunderpole tops. If you are feeling like he needs some more umph, just in case, incendiary grenades.
Champ 1, mesh, xbow, stubpistol
Champ 2, fine as his but also consider a longrifle, easy enough conversion if you have some spacemarine scouts put the scope and barrel onto an autogun or just sub in a skitati ranger rifle.
That would give you a solid firebase of a long rifle and xbow with an overseer support leader, capable of laying down some serious (accurate) hurt and cover for your gangers and juves to advance to flame/melee distance or take objectives.
Take a minimum of 2 blunderpole gangers, use flame rounds to deny your opponant their turns and scattershot to finish fleshwounded units off.
Make the rest up with simple autogun gangers or melee gangers, and single stubpistol juve "bullet catchers".
As a side note dont underestimate the 5 cred stubpistol, its a reliable sidearm. A 5+ ammo roll on your autoguns is harder than you think it will be to make and the 2+ to hit with them at short range makes them great for shooting at models in hard cover, and doubled up or with a melee option they are basicly a free attack!
Experiment and have fun.