Hi Dobbsy
Glad to hear you're going to be doing some more work on the list.
Several of your comments above match notes I wrote earlier for this list, so I will post it in below.
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The Orca is in the list; is it needed? since all infantry except Stealth suits come with transports, what can it actually transport?
Moray: Unit has been removed from tau lists.
Hammerheads: Consider incorporating the updated Rail gun rule.
Mechanised Cadre 4 Hammerhead Gunships is worth 200-225 pts of hammerheads and 225 worth of Fire Warriors and three devilfish. ie it is priced exactly like 2 formations in the other tau list, and probably deserves a discount because of the increased size and the fact the hammerheads and infantry aren't a perfect combination (esp once the first devilfish dies).
Scouts - other lists have 'Tetra or Piranha, in any combination' which is more liberal than this list's 'Replace up to 3 Tetras with 1 Piranha each'. Most people never go as high as 3 tetras, but if anyone did it would be in this tank list.
Scorpion fish - I have always had 2 concerns about this unit. The first is that it's weapons are 6+to hit, so it's going to almost always be sitting still to sustain to try get hits. That's not the end of the world but is definitely a factor to consider when choosing formations for an army.
The second is that since the Tracers, Seekers and Submunitions are all Guided, a canny opponent who realises he can take out Tetra scouts really easily can basically turn your Scorpions off the moment the markerlights go out. ("Guided Missiles may only be fired at a target formation that is marked")
That could leave a player with some frustratingly expensive paperweights
If it had a built in markerlight or something it would be different (although of course, that still means since its weapons are absolutely dependent on markers, they'd be reduced to firing a max 30cm from the unit if there were no other lights around), or if it simply fired Indirect like a thudd gun and could
optionally benefit from ML when available it would be a far less problematic unit.
AX10s are now 350.
Sentry Drone Turrets 0-1 LV, Teleport, Immobile. It probably has too many weapon options (4), and the difference in quality is huge considering they are all priced the same
(eg "Twin Fusion Blasters 15cm MW4+" are good but too short to get many shots, while "Twin Burst Cannon 15cm AP5+" are extremely weak AND too short to get many shots
)
I like the idea of turrets but not sure about teleporting ones, and in general I'm not sure what to make of this unit, would probably have to try it out to see if it can have a role.
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I hope you find this 2nd opinion useful, as mentioned there is quite a bit of overlap with your most recent ideas.