Hey there, fellow savage!
your crew build is not exactly bad, quite the contrary! I run Euripides, the Old One-Eye and his savages almost exclusively as my tounament choice. He's versatile pick with strong brute force board presence, surprising mobility (thanks to incorporeal, pushes and mainly Avalanche) and counter scheming potential (Absolute zero).
Geryons with inhuman reflexes are your key area holding beaters against melee crews. You just need to learn when to use runes and old ways. (see my older post above)
Ice pillars are not really that crucial. On the other hand, you seem to lose a lot by not including at least one Kaltgeist. He can be damaged with Absolute zero for one more pillar and healed imidiatelly. Your unpacking first turn strategy might differentiate, depending on your plans (you didn't write anything about game setup, which is always important). In general, you want to pulse 3" movement out of your Kaltgeist, Shoulder rush your Geryons (with tome triggers for focus +2) forward and move the others, helping yourself over difficult terrain with Avalanche. Don!t forget, that Gigants can "teleport" themselves to ice pillars. And not only that. Your list is basically an "ultimate Thoon freezing alphastrike" setup. You can Avalanche your Cyclops, walk with him, make an Ice pillar somewhere near to 20" form your deployment, teleport incorporeal Thoon over there and bury some careless flanker with last activation. In general, Thoon is often to gimmicky though. On the other hand, buy the Damned for sure.
If you'd like to experiment a little bit, you can grab Kurgan or Candy for some fun tricks.