I have been running a lot of HH lately to introduce new players to the game. I think it is a good way to show the overall idea and concept of Malifaux. I have learned a few things from hits and misses with crews.
I think you should look at what choices a crew gives and how well it can do the strategy and the schemes, when selecting the models. I suggest:
Leaving 1-2 soulstone unused, so they get option of using it during play.
Put in a second henchman or an enforcer as this gives options for the bomb carriers. This shows how choices during deployment effect the game.
Adding models with different types of actions/roles (melee, ranged, movement tricks, support,.....)
Have both a 5ss and 6ss models in the crew. This gives options for the vendetta scheme and shows the idea of hidden schemes.
If the points allow it, adding an upgrade can show that mechanic.
All of this can maybe be overwelming for new players, but if you guide them, they will see that Malifaux is more then killing the opponent.
Crews I have used for HH:
Hannah, Librarian, Engineer, Freikorpsman - Very killy and only one set up for bombs, Lot of options for vendetta (both ways)
Carlos, Cassandra, Angelica, Firebranded - Schemey and fast, limited options for vendetta depending on opposing crew.
Jessie, Desper, Rough rider, Huckster - Schemey and fast, limited options for vendetta depending on opposing crew. I ruined this as I picked the below crew and then there was only one vendetta option.
Carver, Iggy, Stitched Together, Bloodwretch with Inhuman reflexes - Limited option for the opponent for vendetta, as it is 6ss, 6ss and 5ss.
Firste Mate, Bad Juju, Silurid, Gupp - Gives the option for high ss models to do vendetta (yes my opponent got two point on vendette on Juju)