Well, the tau (for me) are capable of taking down anything that gets in their way. The only problem I have is when those pesky hormogaunts manage to get into my fire warriors and those wretched ork slugga boyz start running amok in my flank. And that was only because my hammer head was stunned for 2 turns in a row, which officially was not good.
As to your question about the khorne/nurgle thing, I've never fought nurgle armies, but have fought thousand sons and twice agianst khorne. Against the thousand sons, by turn 5 there was nothing left of his on the board. Tau are good against chaos, at least those I've fought, as they are fairly slow, and the tau have the ability to wipe out any enemy artillery as of turn 1 (Those defilers only get 1 shot at the most
).
I agree with The_Outcast about the strengths/weaknesses of the tau, and like the army list as well. I would also add in some crisis suits for anti-marine or more anti-tank fire power (plasma/fusion and missile pods respectively), thought that is just me. The tau could not hold their own in melee if the fate of the universe depended on it and they were given the force and wielding dual lightsabers while fighting against a lone stormtrooper (well, mabey exaggerated, but you get the idea).
The idea for kroot is a good one. If it is possible when you use them, get them into the cover of trees/bushes/some plant, as they get a bonus cover save for that (fieldcraft is wonderful). Also, if you're going to use them to block assaults, you may want to use some kroot hounds. I've never used any, but they are cheap and strike at the same time as marines and are pretty nice on the charge. If the enemy breaks, all the better, as the "release the hounds" rule is rather nice. Don't get krootox though, as they won't let the carnivore squad infiltrate, and take up a heavy weapons slot that could be better spent on hammerheads or broadsides.
Hope this has been of some help!
Rotalumis