That's a pretty nice list bud. :good:
I don't think you need to make any wholesale changes to an otherwise good list, but there are a couple of tweaks that should serve you well...
WE are an army that tends to give a lot of people problems because they are generally better than us in just about every phase of the game (though it gauls me deeply to admit it). In particular this will manifest itself most during the shooting and magic phases where we can often expect to dominate.
So where does that leave us? Well, rather than try and change the way we work it is generally better to emphasise those elements that work well for us. Chariots are a good example here because though they are very effective against those weakling elves once meelee is joined, enemy missile fire and magic will often reduce their numbers to the point of impotence before they can get there. For this reason I would use your chariots in units of four because they will still be effective even after they take the expected long range beating from your opponent.
The same is also true of your foot troops. Since these all rely on CR to win battles it is a good idea to add a few dudes to each block since this will allow them to take a few hits and still be effective when you need them.
I note you have a rare slot free. Another SSC -with all its wonderful flamey goodness- would be worth its weight in gold here (particularly if your opponent has a fettish for treemen), but I would think long and hard about taking a casket if you expect your opponent to go magic heavy. As always though, don't be afraid to use your scorpions to even the odds a bit in terms of magic.
I generally use carrion in threes, but five is perhaps better against WE as they are particularly effective against his bowmen (you can also use them to gain the effects of crossfire if your opponent is inclined to use 'flee' as a standard charge reaction). This is super important because WE bowmen are just about the best archers in the game and you really
must shut these down as early as possible or they will give you problems out of all proportion to their numbers. Scorpions are also good for tying up his archers if you can't get at his wizards (and sometimes it's better to go for the archers early on even if you can).
A flail (or even GW) is generally a better choice than a spear for a mounted prince.
To find the points for some of these changes I would probably look to drop the 15 strong unit of bow skellies. Although bow dudes can actually do really well against elves you are probably better off beefing up your other 'key' units first as this will make your army more effective as a whole than the additional bowfire would IMHO.
Hope some of that helps bud.
PS. Against OK you should do well if you keep your static CR nice and high (this is the bane of OK), and add Enkhils' Kanopi to your list to deal with all that nasty Ogre gut magic.