So, based on the cards from your list, I'm assuming the cards you can choose from, is the Echo's of Glory box, Gobbos, Eyes of the Nine, and the Nightvault core box?
Also, if I list a (r) next to a card, it's restricted, so you're limited to only 5 restricted cards in your deck.
Looking through your cards, there is two things which come to mind.
1) You need to choose a focus for your deck. Either Objective play, or agressive play.
Hold objective-based scoring is pretty difficult for three fighter warbands to accomplish. Supremacy, cannot be scored at all if one of your fighters dies. This doesn't mean you can accomplish these objective cards, but you need to play more defensivly to do so.
When I play Far Striders, I use Supremacy, Eternal Supremacy. and Our Only Way Out, as Objectives, and all three require three fighters holding objectives. But, knowing that, I play very passivly. I don't put my fighters in range to be attacked, and choose ploys and upgerades to push fighters around, and keep my guys alive.
You cannot score Conquest, while trying to score Supremacy. If you want to go in, and beat face, you'll need to focus on that. You have a lot of good objectives to choose from the collection you have.
I would probably drop all the hold X objective card, as they are far too situational, and can be very, very hard to acheive sometimes.
I think Purify the Earth, is far too card to get as well.
Harness the Storm, is a phenominal objective.
Some objectives, which I think are good to include are (Assuming you have echos, nightvault, and gitz, based on your cards)
Measured Strike (Score Immediatly is always good, as you immediatly draw a new objective and can upgrade sooner)
(r)Exteame Flank (Easy to get, and two glory)
Dashed Hope (Odds are, you'll at some point kill an inspired fighter)
Keep them Guessing (Two Glory, and easy to get, with some planning)
Sorcerous Scouring (With Stormheart's shooting attack being a spell, and very good once inspired, this is a great score immediatly).
Strong Start (Score Immediatly, and with stormvcast isn't super hard to do).
Those objectives, are good in any deck.
If you want to play defensively/ objective based I'd think about
Supremacy
Hale and Whole
Heavily Armed
For Agressive Play, don't take any of the above three lol. But take Conquest
Some other cards I think are decent universal cards are...
Quick on your feet
Singled out
Combination Strikes
Opening Gambit
The common theme with these cards, is they don't require anything too particular on the board to acheive. You don't need to hold objectives, or kill models, so it's hard to deny these.
2) Your power deck it Illegal.
Your Deck needs at least 20 cards. You only have 17.
Also, I'm not a huge fan of a majority of the spells, they just don't accomplish much, and ploys are the bed and butter of any Underworlds deck, and you're not taking any.
Cry of thunder is great, and Sphere of Azyr and Chain Lighting are okay. The rest are not terribly useful at all. If you want to heal a model, take a Healing potion. Levitate is not useful.
Your deck should be at 10 upgrades, and 10 gambits.
With Cry of Thunder, Sphere, and Chain Lighting, you'll have room for 7 ploys. Here is a list of some I'd consider.
Lighting Assault
Stormstrike
Circle of attention (great to combo with Cry of Thunder)
Damning Pack (Great to combo with Cry of Thunder)
(r)Pit Trap (+1 damage to a succesful attack, effectivly)
Sidestep (pushing is always handy)
Other spells you might think of, are
Sphere of Ulgu
Grinding Earth can be fun (and you can always drive back folks into the lethal hex, and there are a few objectives and ploys which work with lethal hex's)
For upgrades, you'll want to take the minimum nessissary, so you can get more gambits!
Most of the ones you took I think are fine.
Tempest Might is the standout, especially on the leader.
Some upgrades I'd look to include, would be
Faneway Crystal (movment tricks, and can be combined with a charge)
Gloryseeker (Put on your leader, for Damage 4 spell attack agaisnt wound 4+ fighters.
Great Fortitude (5 health is a big deal)
Great Strength (more melee damage, great against Orruks and Stormcast)
(r)Slumbering Key (Free glory at the end of the game)
I'd want to fit all the above in your deck. Besides Tempest Might, any of the other upgrades can be dropped for these.
Here is what I'm thinking in a deck.
My plan with this, is to play Aggressivly. The deck has potential 20 glory with objectives, which is pretty good. Just play for the objectives you draw, and don't worry as much about killing things. The goal for the deck is inspiring your leader, giving him Great Fortiude, Tempest Might, and Glory Seeker, so he can 1-shot-kill any fighter in the game at Range 3. The other two fighters are expendible, in order to keep him alive.
I hope this helps! My experiance is from coming first place at three tourniments, and 2nd place at another.