Max out the Heroes. + griffon.
Really bad idea, you're taking far too many heroes. Unless you're going really infantry-heavy (as in 9+units of halberdiers), the most you'll need is two at 2k. You do however need to max out on wizards, this is true for all armies and at all size games. Its also true of 'trick' units, such as cannons, flagellants and so on. Either take as many as you can, or take none. In the case of flagellants, never take none as they are the only useful infantry unit in the Empire army. Oddly enough it reminds me of the 2nd/3rd ed. Warhammer Empire army, where again flagellants were just about the only infantry unit worth taking in any numbers...
4 (3) Haleberdiers
4 (2) Crossbowmen
Yup, keep to the minimums, you may want to take some more halberdiers to bulk up the break point a bit.
3 (2) Knights
1 (1) Pistoliers
Well I never bother with Pistolers, but they do have their uses. Certainly take more knights that this, I tend to take 6-7, a big enough block to split in two and therefore ensure that you've got something left to hit the enemy with if one of the brigades gets caught in the flank, etc...
1 (1) Cannons
Max or none. Artillery can be somewhat of a liability as much as a hinderance for your opponent. It also means that you have something that you need to defend, so it can nail your battle-line a bit, not necissarily a good thing.
1 Steam tank
In its current form, even the revised form, the Steam Tank just isn't worth it's points and is all too easy to take out with a single spell, lucky cannon shot and so on. Basically its an easy VP target for your enemy. Conversely you can use it as a magic and artillery magnet, but it will only last a turn or two doing this...
Basially nice model, but hardly ever worth taking...
1 Flagellants
Always take as many as you can, so double your number of units...
1 Handgunners
not worth taking except in exceptional circumstances IMHO, that being a siege game, or where you really do just want to spend the whole game sitting in a forest doing nothing...
3 Skirmishers
Well having some skirmishers is always good for using up spare points, but they are only really useful in adding some more mass to your flagellant units, which is about as fluff-accurate as taking a squadron of Land Speeders. Otherwise they merely make useless speedbumps take longer to kill, and gives your opponent 25 more VP's for every one lost...
2 Helblasters.
I just use these as point-defence weapons for my artillery. But when my artilllery bites the dust from enemy flyers, etc... It's usually just another 50 Vp's to your enemy. If you can get them close to the enemy lines, well then that is very nasty indeed... But very hard to do without getting jumped on first. One way that I might eventually use them is to combine them with some Pistollers, for some truly awesome close-range firepower...