Beasts don't really need a leadership fix, they need a psychology fix. Right now we work just fine once we get into close combat: we win big and they run or we loose big and we run. It works because we have so many cheap heavy hitters, so to boost leadership too much would mean either we have to loose some of the hard hitting units or they have to get more expensive. I mean think of it this way: if herds can have a good chance of staying in combat even when loosing, then the chariots and bestigors and giants and centigors and minotaurs and dragon ogres all have easier counter charges. All those units can hit with strength 5+ with multiple attacks and none are usually more than 225 pts or so... most are cheaper. I consistently put multiple units of minotaurs and centigors on the board with a giant, dragon ogres, and three chariots. With leadership nine all I need is a couple of wounds to hang around AFTER getting charged, and then I don't care what unit charged me.
As for the items, I don't want to be offensive but I don't like the idea at all. Any time an army has to take magic items to function, there's something wrong there. I like the items themselves as a whole, though as has already been said the Heart may be a no brainer type item (maybe limit it to great bray shamans to make them more able generals), but I'd rather see a real fix for the Beasts instead of something that feels like a quick fix.
To Mathi, actually now might be a good time to start collecting some of the more mainstay units since some people are going to be jumping ships and selling models. Chariots are still a good idea, just don't buy too many. Minotaurs are a requirement, though I personally HATE the GW ones. Tactics wise there is one change from the asrai: everything is cheap and expendable. I've sacrificed two units to kill one and come out far ahead in the VPs more than once.
Pyre