Did you get anywhere in your campaign Rav? I'd be interested to know how you got on with a gang full of wyrds in terms of power level with the other gangs.
We've actually played 2 games using the Wyrd Rules that you posted.
Actually one semi-confusing part is that the Wyrd Leader has 3 toughness, the 'ganger' wyrds have 4 toughness, and the Awakening Wyrds have 3 toughness. Not sure if they should all have 3, or if the leader should be bumped to 4, or if it's all right as is.
Now, he played two games vs my scavvies. His 9 models vs my 13. His leader has firewall, then he took one of each power type as Wyrds, plus one extra telepath, then 3 Awakenings. Fire Wyrd has Fireball and the minor power that makes him run fast. His two telepaths have Mind Control and Terror, his Telekinetic has Crush, and his beastmaster takes the bats. His awakenings all have pretty useless minor powers, so they mostly shoot with their pistols.
The first game, his beastmaster rolled up 3 bats for the game, and those were actually his mvp. I underestimated their powers, and he was rolling ridiculously well for them. I think they took out 3 scavvies and a scaly... His firewaller was keeping his people safe, and splitting up my force pretty well, but I'd just make many of my scavvies go into overwatch, waiting for the wall to drop at the end of my turn.
His speedy fireballer gets into positions fast, and then tosses his explosive around really well. He is a pain, but my zombies drew out his fireballs, protecting my scavvies.
His terror telepath was a pain, because he could cast it most of the time, and it automatically broke my scavvies. They all have 6 leadership, so they rarely recovered afterwards. "Was" a pain, because he actually got possessed, then winked out of existence the very turn he was possessed.
His mind controller is of mixed used. He needs to pass a test, then I need to fail a test for it to work 100%. That's a pretty low chance. Even if I pass my test though, he pinned one model during my turn, making him miss that turn, and probably the next too (since he doesn't stand up at the end of my turn, because he didn't start the turn pinned). If the mind control does work, he makes one of my guys charge another. Whoever wins, I lose. We decided that any wounds a mind controlled model does is given to the Mindcontroller, for experience purposes.
His Crush telekinetic tears me up. Cover is useless against it, so even the best dug in group can get whittled away by it. Crush has done the most wounds of any of his powers so far.
Overall I'd say it's balanced, so far. However his leader just got +1ld at the end of that last game, bringing him up to LD9. That is an 83% chance to pass a leadership test, and he gives that leadership to anyone within 6" of himself. The Wyrd player is basically going to form a core of Wyrds around him, and melt/blast/psych his way through anything, or at least is his plan. We had pretty balanced games, with him controlling the field with firewall, while I split up my forces to prevent him from bottling me up completely with it.
However he has had terrible luck with survivability. In 2 games, he has lost 2 Wyrds (beastmaster and terror), and an awakening wyrd. The Terror Wyrd was possessed, the Awakening had his head torn off by a Scaly, and the Beastmaster got bitten by a zombie... and rolled a 6 on his zombie sickness test... Terrible luck for him, I think he is down to 7 models in only 2 games.