I remember seeing them years ago, and my gut reaction to the rules was a set "NO". Upon further reflection, I have to say it looks halfway decent. I'd change a few small things, if I ran the zoo...
~They have a rule saying "may have any number of henchmen"... not sure why this is in there. If it means "Cannon Fodder are 0+", then it's redundant. If it means you may have henchmen past the normal limit, it's outrageous. Either way, do away with it.
~Would change the warband max to 12. Like the Witch Hunters, it's about strong leaders, not numbers.
~Raise the costs of the heroes. Every hero is about 10gc under cost... I'd put Wizard at 45gc, Dwarf at 45, Barbarian at 50, Noble at 35. Elf can stay as is.
~The Dwarf has Slayer skills. Switch those out with NORMAL Dwarf skills. (Unless you want to make him a SLAYER hero... ye gods, did I used to have fun with my Slayer Warhammer Quest character, let me tell ya...)
~The Elf hates Dark Elves. Makes perfect sense if he's a High Elf, NO sense if he's a Wood Elf. Maybe if he's a wood elf, he hates someone else, like Orcs.
~Hired swords they have an Elf Ranger and a Warlock, but they're ALLOWED to take a Warlock or Ranger HS? No, no, no. Cut those two out of the list. Let them take a few more, just to be fun, though (like the Bard and Highwayman.) In theory, if a player REALLY wanted to, he could steal nearly ANY Hero from any warband, so long as he reduced his skill list to 2, and made sure it didn't stack. (For example, replace the Warlock with the Kislev shaman, or the Barbarian with a Maruader [remember that Chaos Warrior WHQuest Character?])