Alright, let's do this!
Your Master of Shadows didn't pick a starting skill and is equipped for very short range (pistols), which puts him at risk. You also took the Whisper: Terrible Truths. Ask yourself this question: are you going to run your leader up to within 3" of an enemy to
maybe make them go insane? If your leader is within 3" of an enemy, that enemy had better be dead by the end of his activation. Play what you like, but to me, that's too risky for a model you cannot replace.
Your Nacht-Ghul didn't pick a starting skill (I recommend Spring Up). You also took the Whisper: Sight Blight. To be honest, I have no idea how this power is supposed to work as written. To quote myself:
Do you need to do per-model bookkeeping for who is and isn't revealed as people enter and exit its range? Pitch Black was replaced with Visibility(x); do you need to roll on a table to see what range applies? (I would rule it as always applying the old Pitch Black range of 3".)
That said, anyone within range of Sight Blight is also in range to shoot your Nacht-Ghul. Nacht-Ghuls tend to be glass cannons. Also note that Sight Blight is not smoke—people can shoot through the bubble if they aren't affected by it. I'd probably forgo making this model a Psyker.
While we're talking about Psykers, note that being an Unsanctioned Psyker comes with heavy drawbacks:
- Any time they are taken out of action, your opponent gets a free D3x10 credits.
- If they are captured, they are sold immediately for full value, with no chance of rescue.
Your Phantom isn't legal. Shooting is a secondary skill and cannot be taken at creation. Furthermore, you also gave him a second skill (Spring Up? Maybe that was meant for your Nacht-Ghul?). I personally haven't had much success with long rifles, but there are those who swear by them. If you do go with a long rifle, the laspistol seems unnecessary at creation. Flak armor is never really worth the credits—go Mesh or go naked.
Your Psy-Gheist hasn't chosen a power. I'm not sure I'd use one as a smoker, but it's probably not terrible.
Skipping ahead, I'd probably put the smoke grenades on your Shadows.
Your Shadows are fine, albeit a bit boring, being clones of one another.
Your Ghosts seem fine (minus the smoke grenades). You also didn't assign one to be a Specialist. You get one Specialist at the start of the game. You should make one a Specialist, regardless of whether you're going to give them a special weapon or not. They get to pick their advancements rather than rolling randomly like regular Ghosts.
Overall, your gang doesn't have much in the way of "teeth." You probably need some stronger guns—plasma guns/pistols, web guns/pistols, grav guns/pistols—peppered in there. Do note that Ghosts do have pretty nice pistol access, but use caution: it's pretty easy to overspend on fancy pistols.