I did a little bit of stadistics, and Dwarves with lizardmen are the most succesful armies. They are around 75%-80% of victories (numbers by heart). They are a toough army.
Good to read your posts and tactics. It is interesting the one you use the artillery brigade to move and shoot while your infantry fix the enemy.
When you talked about "Dwarven Hammer" in the 5th parragraph you said that thunderers can move out to shoot the enemy supporting units (that is very smart) and 3 warrior columns run forward, usually one can hit the flank. Remember that to hit the the flank of enemy unit it is needed that the charge begins in the flank's enemy 45º zone. Also charges are made unit after unit and they can block LOS of your own attacking units. As units of hte brigade that do not charge should stay in contact each other then you should choose of moving the thunderers to support with fire or move the warriors to support the fight (some stariway wierd formation could be made to partial support and conect the thunderers to shoot, but is not very elegant), unless you succeed another command roll, of course.
A lot of situations could ocurr during a charge distance in a game, I am just thinking in a satandard situation of Dwarf hammer vs regular 4row inf block with 10cm of separation.
Girocopter at the back of enemy brigade is definitiveley a devastating choice. The dwarf trap, it can grape shot and if enemy lost the combat they giros hunt down the broken lines while retreating and terminate them quickly (just put gircoptter to 1cm of the back of enemy brigade shoot and wait unitl Dwarf Hammer do his job)
Really nice this topic about games mechanics and tactics!