Looks like a good rolling thunder list. Fast and able to get in close where orks like to be.
This is the best ork forum on the whole WWW. I invite you to join the Way of The Waagh. Just go to THIS LINK
and post a reply that you would like to join.
A couple of suggestions to tweak the list a little.
For the slugga boys and their trucks; take the nob with a PK from the shoota boy squads and put them in the slugga boys, then add boarding planks to the trucks so you can kill armor without disembarking.
For the shoota boy squads make the nob with big shoota instead of a PK or BC (keep the boss pole). Upgrade a boy to big shoota, then upgrade the same boy to nob without kit swap and add the boss pole. Gives your shoota boy unit a bit more fire power and allows you the all important precision shot ability. Not that ork BS can be relied on for that, but occasionally it helps to "accidentally" take out their flamer or beast master
The shoota boy nob is there to take the challenge so he dies instead of a large handfull of boys, and if you get your shoota boys into combat and didn't do the charging you might be playing them a bit off. The drive by shooting is such a hoot and to have three BWs of drive by boys sounds like a great time.
For the BWs, add rockits, sure they all have to snap fire, but it is not that much of a loss of BS because you move, and it does come in handy for shooting down the occasional flyer.
Now I like the green baron, but three seems a bit of a waste for a suicide unit. If you have the models drop two and add in a squadron of three rockit buggies instead. This will give you just a bit more twin link rockit goodness to blow stuff up with.
The mega nob unit with mad doc is a great combo, so keep that one. Maybe consider adding the warboss to that unit for some added killyness.
You have the right idea, practice and more practice, and maybe the tips I have added will assist you in fine tuning the list a little bit.
My two teef