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Warlord Tzersket; Warpstone Armor, Languisher Sword, Shield 153
Warlock Engineer Isquee; warp-blades, upgraded warp-energy condenser, super-charged warp-power accumulator, Storm-Daemon, Dispell Scroll 135
Warlock Engineer Tatsquik; warp-blades, upgraded warp-energy condenser, super-charged warp-power accumulator, Dispell Scroll, Dispell Scroll 135
Chieftan Tharmek; Battle-Standard, Banner of the Swarm, Heavy Armor, Shield 91
30x Skaven Clanrat Warriors; Spears, Std, Musician, Ratling Gun 255
30x Skaven Clanrat Warriors; Std, Musician, Warpfire Thrower 240
20x Clanrat Slaves 40
20x Clanrat Slaves 40
6x Poisoned Wind Globadiers 60
2x Packs of Giant Rats 60
20x Plague Monks; Add. Hand Weapon, Full Command, Umbranner 220
10x Gutter Runners; Poisoned Hand Weapons, Black Skaven 152
6x Jezzail 120
6x Jezzail 120
10x Plague Censer Bearers 170
Total Points -----------------------------------------------------------------1991
Number of Models: 174
Casting Pool: 6
Dispel Pool: 4
ok my ideas are this, first of all, you have no magic besides one spell and no shooting besides 6 jezzails. and, 20 man squadsin skaven, its just not realistic, they have no armor or shields, they will break first turn to any shooting or close combat. second of all, you have no magic besides warp lightning, i would say drop the warlord and the pointless chieftan for a good grey seer. and also, if you read to book, you will see that clanrats and giant rats are the same points and same stat line, but giant rats suffer from the loss of packmasters, whats the point, just take more clanrats, or just drop them for more slaves.
Quote of the week: "dude, for a whole hour, i would fall asleep!"
I'll try and address your view point-by-point:
First, I have quite a bit of magic, actually. Two chances to cast warp-lightning, plus the Storm-Daemon for a third cast of it. That's three chances to get off a spell every time my magic phase rolls around. Further, except for the Storm-Daemon, I'll be able to throw 3 dice on every cast of Warp Lightning, heightening my chances of Irresistable Force. (Since 3 dice is the sweet spot for rolling a '13'.)
Shooting-wise, I actually have two squads of 6x Jezzails. That's a reasonable amount of firepower, in my humble opinion.
The 20 man squads are normally my Skavenslaves, whose very existence is to be put to death. They're not supposed to do well, and if they break on the first round, they've probably served their purpose, i.e. putting my enemy into a bad position for them. The plague monks have their own advantage, being T4, and carrying a banner that gives them a significant ward save against small arms fire.
As for the grey seer, I'd make him my second lord choice in a 3k+ game, but I get very, very nervous about putting one into a 2k game. Over 10% of the army concentrated in one model? Nearly 17% of the army if I kit him out with his full points allotment of magic items? That *really* makes me nervous when nearly a fifth of my army is running around with T4 and no armor. That said, I acknowledge that a Grey Seer is an absolute terror in the magic phase, especially if he gets Plague.
And finally, the point of the Giant Rats is that, first, I needed something to soak up that last 60 points, and you can't take clanrats in small enough units to use up 60 points, and second: they've got a higher M stat than Clanrat Warriors, and have the packmaster who can attack as well(so you actually get more models per point when buying Giant Rats). They're supposed to be a mobile flanking force. Giant rats they may be, but a flank charge from them will be every bit as hurty as a flank charge from Clanrat Warriors or what-have-you.
Hopefully I've addressed your concerns satisfactorily, if not, leave another post and we'll keep hashing this out. One change I have considered making is dropping one of the jezzail bases from the second unit and using the points to put Bands of Power on my Warlord, giving him a bit more punch in the CC phase.