So you have 9 guys?
The list I got for you has 9 guys.
Goliath (HoC) gang with a rating of 1025 by DialUpSyndrome
yaktribe.games
Melee
1 leader: Chainaxe+boltgun
2 champ: Chainaxe+combi(plas/stub)
3 druggy champ: paired spud jackers
Crowd Control
4 ganger specialist: Grenade Launcher
5 Ganger: Combat shotgun
Chaff units
6 juve: Pistol
7 juve: Pistol
8 juve: Pistol
Drug Addict hanger on
9 Chem Dealer
Okay, so for starters, you don't need 9 guys. You can, but it might not be worth the trade off to have so many. Like your guys are less durable individually because they are paying for extra bodies. I feel like 5 or 6 is probably the lowest number you should have... could maybe risk lower with some beasts (they count as wargear). This game kinda penalizes a large starting crew in that many of the scenarios don't allow you to deploy the entire crew as your starting crew. I'd suggest 5-7 starting crew.
And you know you can take 3 weapons per guy? They'll sometimes have a little asterisk which means the weapon counts as 2, but otherwise its 3 per person. Bonus attack for 2 melee, with sidearms counting towards this. Your side arms can only make 1 attack each, and you must split attacks between weapons, so it's like this
Your Tyrant with chainax + bolter has 3 base attacks, 4 on the charge, all of which are chainax attacks.
Your Tyrant with chainax + bolter + Stub gun 3 base attacks, 4 on the charge, and a 5th for paired weapons, 4 of which are chainax attacks and 1 of which is a stub gun attack.
Your Tyrant with chainax + bolter + Fighting knife 3 base attacks, 4 on the charge, and a 5th for paired weapons, 2 or 3 of which are chainax attacks and 3 or 2 of which are fightning knife attacks attack (because 5 is odd, you pick which takes majority when you split your attacks).
Anyway, just saying your tyrant, if they are really melee focused, is leaving a free cheap melee attack on the table.
Juvs are probably not worth taking the pistols, just because your juvs have the sucky BS 5+. Remember that light cover is -1 to hit, and heavy cover is -2 to hit. And your juvs are slow.
Also remember that thrown grenades have a range based on str, so your goliath get more range with their thrown grenades than most factions. Frag Grenades seem like a pretty good starting weapon for juvs, plus with your base T4, frag grenades have a reduce risk of killing your friendlies.
Juvs don't have to be cheap. You can really tool them up, if you want to.
Depending on your campaign, you might want a guy with longer range weapons. I mean, you're slow, and your max range is 24" so the opponent may be able to stay out of your range all game and just snipe you.
That said, if you are doing the underhells campaign, that one has most missions subject to visibility X rules, so longer range is often less useful.
I'd imagine you are chickening out due to the high cost of the heavy weapons. Your call, but they have their moments if you use them right. I wish my delaque had access to your heavy weapons... Genesmithing could also be used to increase your speed or you could go unborn and get access to infiltrate or Run & gun (double move+shoot)
Anyway, not telling you how to play, just trying to expand your understanding.