The thing with the Seer Council now-a-days, is that there's SO MUCH random chance. Not only do you have to roll the right spells (which you're spending massive amounts of points to try and do), but even if you get them you still have to cast them on ld 8. I personally love Seer Councils though, so if going all out with the 9 Locks and the 2 Seers can make it happen, then more power to you.
What I will say about the list is that there does seem to be a LOT of extraneous points spent here and there. The Shard and the Spear only exacerbate the great expense you're paying for the Council, and they're on characters that aren't even really designed for combat. Also the 1x Shadow Weavers seem odd, and I can't really see them doing a whole lot.
The way I see the list playing out, the Council, Spiders, and Beast Pack are the main threats. The rest of the army are either going to be plinking away at things and being annoying or hiding out of LoS to objective grab. Your whole army is short-ranged, and the handful of Weavers aren't really going to motivate an opponent to change their battle-plans drastically. I think most opponents will move to take board control, will wait for you to come, weather your Weavers and odd Shurikens, and then focus down your big threats each in turn. At that point, it's either you have Fortune and the opponent will be stuck with your Council for quite some time, or you don't and the opponent will overcome them.
Personally, I'd drop a good few Warlocks, a couple of Spiders, and the Spear and Shard. Then I'd buy some Dark Reapers for the Aegis Line, or some Prisms/Night Spinners if you want something more mobile. If this still isn't enough, I'd even consider dropping the Weavers altogether for something with more ranged chutzpah.