That's why I say count-as Orks. There's no way that Squats are well represented by a T3 and subject to pinning profile. The Orks profile fits fairly well (T4, I2) apart from slightly high M and low Ld.
I'm with Ardavion. Just use the Squat Necromunda gang rules, divide creds by 10 to get teef, and buy them vehicles to suit. The only complication is that all Miners count as Heavies, so there isn't a convenient way to tie number of vehicles to number of heavies, as there is with most gangs [that is "heavies equal spanners"].
The old Citadel Journal article on importing the one to the other strongly recommends not allowing further access to Necromunda weapons and gear after gang creation, having to make do with ork gear after that. That could work.
Another option would be to mount them all on a mix of bikes and endrinrigger dirigibles, and count them as Muties, with the fancy Mutie tech.
Using exclusively endrinriggers and skywardens could suit a direct use of the Mutie Raiders rules [as I did with the knarloc-riding Kroot]. The balloons/flying engines would "counts as" mounts, affecting boarding, making them faster, etc etc. The variety of Kharadron weapons are easily convertible from one model to another, and could easily represent the variety of Mutie weapons.
But I still agree that the simplest by far is to "GorkaMunda" them, by just importing them in. The one starting "territory" that Outlanders get could as easily be somewhere in the desert, given the range of starting territories they get, and if you treat "trading" for them the same as is treated for the Diggas, you could be easily sorted.