I'm far from an expert on 6th ed Necrons, but I notice some issues your list might face right from the outset. The big one is that Reanimation Protocols don't set in if a unit is destroyed, which is a big change from earlier editions where volume of models mattered more than squad size. Each group of 5 Warriors that falls stays down with no chance to stand up, even if their Cryptek survives (which isn't terribly likely given focused fire but that's beside the point). The fact that each group of five is sheltering a more expensive model--at least I assume the Crypteks are running with the Warriors--means that you're losing even more points per destroyed squad.
You have a lot of transports out there to counter-act the fragility of your Troops, but I see issues there, too. You have a lot of Ghost Arks, but the Ghost Ark's biggest benefit compared to other transports is its ability to resurrect Warriors, and since Warrior units this size are probably going to be wiped completely or ignored, and resurrection cannot be done in excess to the original unit size (5 Warriors), the Ghost Ark is reduced to an overpriced 10-man transport surrounded by small Necron squads that never get to make Reanimation rolls. Not to mention squads of 5 probably aren't going to pack enough punch to get rid of most enemy threats whether they're Warriors or Immortals, so rather than having loads of flexibility because it can divide its forces in so many directions, I suspect that your list will be tripping over itself trying to bring all of its separate units down on individual targets, which would be easier to do if you just had larger units, and fewer.
While you will be able to get more haywire shots onto the field and into your opponent's face with this tiny-squad/Voltaic leader strategy, specialized anti-tank probably won't serve you so well when taken in such excess. Most enemies will have some tanks, but probably not enough to justify the sheer volume of special weaponry you're bringing to the table, and because you seem to focus on Voltaic Staffs, anyone who doesn't specialize in armor is going to bring a lot of threats onto the board that your list isn't equipped to handle.
I don't have complaints about your Annihilation Barges; taking so many of the same choice might preclude other versatile heavy support options, but there is a lot to be said for redundancy in hitting your opponent with a threat he can't get rid of. They also help your Nightscythes with anti-flyer duties and are good for middle-of-the-road tank armor, so a great way to bust AV 10, 11 or 12.
All in all I'd suggest taking the extremity of your list down a notch by removing one of your Overlord/Royal Court teams completely, cutting down your troop choices to four units of 10 (either Warriors with Ghost Arks, Immortals with Nightscythes, or a mixture of the two) and taking the remaining points to invest in some other choices to give the list versatility against other foes you might encounter in the tournament. The codex has quite a few to choose from, so you'll be able to select an angle of attack or defense that best suits your playing style.
(PS: What does 'ccb' mean, next to your Overlords?)