i'd give them all cultist improvised armor/ork squig hide equivalent armor to start with, for free. add 5 pints to the cost of carapace since that's what orks pay to boost their 6+ to a 4+ with the init penalty.
you're doing pretty good on the weapon costs, as it should be SWA costs take primacy and any not priced should kinda be eyeballed with NCE prices. you did miss the axe in the melee weapons though (an un-powered axe. it's statted in the chaos space marine list for cultists)
i'd also say for things not already statted, give preferential treatment to the NCE profiles.
for skill tables, if someone wants to use the necromunda gangs or use them as archetypes, the nce skill tables translate exactly, just that techno is now guerrilla.
MAssive sword/axe/club should use big choppa rules from swa(they're identical to the NCE massive s/a/c)
pick the name stub gun or stubber and stick with it, you switched between them in the armory. as well, why do they get a 5 point discount compared to their necromunda cost? (i'd also suggest using the NCE +1 close range bonus and dash longrange bonus for it, as even at ten points with those bonuses it's still hot garbage)
your hand flamer, web pistol, and autogun should use the SWA stats (as seen in CSM and GSC lists)
dum-dum's could just be +1 str and unreliable, as most things that did explosions are now simply unreliable
your manstoppers are way too strong. they'd just be slugs without the -1 to hit on long range for five points
consider adding in bolt shells. 15 points for your shotgun to have a 0-4/4-24. +1 short, - long, s4, ap-1, 5or6+ ammo roll. (i'd be inclined to say 6+ but bolters in SWA are 5+ and in necromunda bolt shells and bolters were 6+. however basic shotgun shells went from 4+ to 5+ so the 6+ seems like it would remain unchanged)
that's what i got for now from a quick glance through it, oh. one last thing, i really don't like the second rate gear rule.