Torakage have seriously good stats for a 6ss model. If you're planning to use them to damage the enemy however, you've probably got yourself in a pickle. Use the Smoke and Shadows upgrade to give them fantastic movement potential, then use them to gain VPs from interact type schemes and strategies. I've found that though they look squishy on paper, they are surprisingly durable if used carefully.
Archers are expensive, especially when you compare them to what I consider the stand out choice at 7ss in 10T, Illuminated. However, they do give some tactical flexibility and ranged threat that is otherwise missing from the crew. I don't imagine I'll often take more than one, but the ability to pick off weakened models is fabulous. With rapid fire, ignoring models when drawing los and the ability to fire in to combat, if you can keep them in range and out of melee, you're getting great value for ss.
Personally, I prefer the minions, especially with Misaki over using the henchmen unless for Reckoning. Have you tried a henchmanless crew? I'm wondering if they work better in multiples rather than alongside expensive henchmen and if this is where you're finding difficulty. The additional activations you can achieve by having multiples and a Monk of Low River or two gives you real activation control which you can turn to your advantage.
It should be said that I'm tending to run Misaki with a defensive set up and utilise her hit-and-run potential rather than as a heavy hitting glass cannon. I think this will also have a bearing on your view of some minions since aggressive Misaki will need back up that Torakage cannot provide.