Well since I seem to have an entire topic almost about me, then I probably should weigh in

I'll start with the quote, since it's not 100% accurrate:
"Jon even commented he had deliberately taken the speed freaks list as he felt the Gazkull version (with lander) is op."
The reason I took the speed freaks army is because it had been nerfed. That decision had obviously been made to reduce the amount of air, and that had obviously been aimed mostly at my list since I am the main culprit of the ork air wing.
I made the descision to abide by the INTENT of the change, since I could have fielded my previous list using the gazkull list (I use no SF specific units). Thus I could have ignored the change entirely simply by stating "this is now a gazkull list".
On to main topic:
I'll agree it's not a fun list to play against. For home games I don't even really use it, it only gets rolled out at tournaments. The main reason it's not fun is not so much the domination of air, it's because it's an activation control army - it has 13 formations, so by the time I've activated 6 air units, and 4 dethkopta units, the opponent has usually run out of activations without having anything to shoot at (since the air can only be targetted by AA, and the koptas basically bimble about on turn 1, hiding out of LOS to burn an activation).
This means turn 2 starts with a bunch of virtually untouched buggies in a position to assault already shot up units, while the Air units do whatever they fancy.
Turn 3 then means I should go into it again with an activation advantage, so I can fritter cheap activations untill the opponent has run out, and then I can make descisions as to where my ground units need to go to contest/capture.
While the large amount of air units means I have a large number of unmolested units against low AA, the opposite is true against moderate to high AA - against that I lose 6 units without the opponent even needing to do anything.
Apart from marines which have to spec heavily into TB's to get large amounts of AA, just about every other army can either get loads of ground AA that has a dual purpose (i.e. not just shoot planes), or not need AA, because it's horde infantry thast doesn't produce BM (nids), fearless 4+RA (TS/AMTL)
- 2 necron pylons with on average kill 1 plane between them, per formation, per turn. That's all planes dead by turn 3.
-Eldar can throw a huge amount of AA up from firestorms without really reducing their ground ability.
-Orks can have their entire army made of flak wagons
-Tau can have multiple AA with huge flak coverage, so can cover the just about everything with multiple flak units.
The reason it's usually successful is because most people only turn up with a single hunter/a pair of TB/one hydra because most people don't bring air units, thus their AA is only really enough to put a BM on air assault units, rather than to actively destroy planes.
Amusing that marauders are mentioned - those would rinse holes into my army (barrage, against LV, that I can't bomb before it activates, that I struggle to CAP against, that I have to get into defensive flak range for before I can try shooting it down).
Luckily for me, no-one aside form duncan ever takes them apparantly because "they're rubbish".
Now with 1/4 allowance I can still take 5 units of 3, so that hasn't really resolved anything.
If you really want to reduce the amount of cheap spammy aircraft then just change the unit to be 5 planes 250pts min - this means you can only have 4 units max (not 6), and is pretty orky.
I would probably suggest that at some point someone looks at FB rokkits not having fixed forward, seems odd that they can fire out the window.
That or you know, take some flakk
