I can attest to the strength of this list- having faced it's variant. The ability to shrug off the reactive turn (and probably losing the SG MLs) and then switch to B5 Highlander Grey in active means your Turn 1 is pretty solid. Turn 2-3 can vary depending on how it plays out but at least you're not going to get alpha struck Turn 1- which puts you in a solid position for playing out the rest of the game as it is likely your opponent has over extended trying to knock out the MLs and do the mission.
Thanks @daboarder and @derfeonidas . I ran this list last night, and I had some fun and ended up eking out a 3-2 win against MO. I really liked the redundancy of two possible 5 man link teams. My Scots Guards missile launchers died horribly in the top of turn 1 to a TO sniper over just 2 orders (I had deployed them with overlapping fields of fire, and outside of splash distance of each other, but from his angle he was able to see and shoot down one at a time). Being able to switch the fireteam to the volunteer/Grey was key as they were able to do a ton of work (taking out the sniper and grinding through a hospitalier-magister team, and putting some wounds on Joan).