I've been playing with the 3 current lists for a couple of weeks now. I must say I really dislike all three of them!
Firstly, there are way too many Gobbos are taking up too much of a position on 2 of the lists.

The other list mixing Really Stupid on a majority of the team and bone-Head on the rest just equals up to turns where only the Gobbos can really do anything.

Lastly, the lack of any thrower what-so-ever really disturbs me. GW made a wonderful Ogre thrower, only to be un-useable??
Over-all the models are wonderful, but the current rules are making the Ogres more of a pain to field instead of the enjoyable challenge they should rightly be.

Here's my proposal on fixing the Ogre team rules....
Ogre (lineman) 0-8, and use the current Big Guy Rules For Ogres.
Ogre Blitzer, 0-4 pick, 5-5-2-9, 180kGp, Mighty Blow, Block, Thick Skull, Throw Team-Mate, takes General and Strength skills.
Ogre Thrower, 0-2 pick, 5-5-2-9, 150kGp, Mighty Blow, Pass, Thick Skull, Throw Team-Mate, Bonehead, takes General strength and passing skills.
Goblin, 0-4 pick, use current Goblin rules.
70k re-rolls are ok, as well as an apoth.
Additional rules:
Ogre Throwers are super strong, so they must decrease range by one category when throwing the ball. No quick passes are allowed, but treat short passes as quick passes, long passes as short passes and long bombs are treated as long passes. This does not apply whith Throw Team-mate.
Ogres aren't known for their intelligence, nor their counting. Before the start of each half and after a score The Ogre coach must roll a D-6. On a roll of 6, the Ogre coach can field the maximum 11 players. On a roll of any other number, that number must be subtracted from 11. the result is the maximum number of players The Ogre coach can field until the next score or until the start of the next half. A roll of 1 means 10 players can be fielded by the ogre coach. A roll of 5 means only 6 can take the field for the Ogre team. And so on...
What you guys think about this list?