A bit of threadomancy, for which I apologise, but I've also been pondering on a Slaanesh team recently. I'm trying to build up a collection of all the teams (some are harder than others!) and looking ahead to once I've done that and other options I could do.
My thoughts for Slaanesh, though, tended more in the direction of the Khorne team from the PC game than the Nurgle team from tabletop. We've already got two teams with beastmen and Chaos Warriors; do we really need a third? (Yeah, I know, four elf teams). I would consider replacing the Slaangors with Daemonettes and adding a Fiend as a big guy as already suggested. I can see what they've tried to do with that roster but it looks a bit unfocused. Very Long Legs is an odd skill choice both thematically and in gameplay; in theory it allows you to develop players as interceptors or leap-specialists, but it's a pretty useless starting skill on its own. Disturbing Presence would seem a better option in terms of both game balance and theme.
I think the general direction of the team is ok, though - it's just that I don't like the specifics. I think ideally they should play a bit like a cross between Norse and (running) Elves: fairly fast, good offensive capability both with ball in hand and on the block, but can't withstand punishment against a specialist blocking team. I might actually give more players Claw to start with, but make General skills available to them only on doubles (along with Strength). That stops them both from developing lots of ClawPOMB players, and from loading up too many players with Block or Wrestle. Obviously some players would need General skills (the linemen) for essential skills like Kick, Strip Ball and Sure Hands if nothing else, but I'd be tempted to restrict runners' access to General skills. At least one player group (whichever is the expected ballcarrier) should probably get passing skills, though, more for Leader, Dump-Off and Nerves of Steel than Pass, Accurate, etc.
When it comes to Tzeentch teams, though, I have no idea.