Well, he really needs a 2nd threat at the moment, first.
With only 59 points left to work with, that's not a whole lot, so I would definitely look at Zuckuss BH/Aurra CS, and then probably Lando DS like Tim suggested. However, that doesn't leave you with enough points to work in your Kel Dor/Gonk. If you dropped San Hill, then you'd have just enough to squeeze in Zuckuss/Aurra, Lando, and Kel Dor, which I think would be pretty decent. The Kel Dor with Twin at +12/+16 is pretty solid, IMO.
Boba Merc with Whorm is a whole lot of fun. Honestly, I understand the idea of going with San so you can try to set up late in the round, but with both Boba and Zuckuss (if you go that route) having Intuition, and Aurra's high Defense, I'm not certain you need San. The way you've got this built, you're looking at only about 15-16 activations max (19 without MTB I guess), so there's still a chance that some tempo-control squads will out-activate you anyways. And they certainly will after 2-3 rounds of your MTB killing stuff. So with or without San, it could be tough to be the last one to activate against other Tempo squads, and then against non-Tempo squads, you will almost certainly out-activate them, even without San.
The trouble I see with these squads though, is the one-trick pony sort of scenario. You have no Disruptive, so nothing to stop Thrawn squads. Boba, Zuckuss, and Aurra have no defensive abilities outside of Intuition and their high Defense, so if you get caught off-guard at some point, you're typically flat out of luck. And if you end up running against, for instance, a Han GH and Mara Jedi build...well, you could be in trouble all over the place, with no init control, and a single lost init would mean Boba goes down.
I really like the idea of Boba Merc with Double/Twin. It's just tough to pull off. I ran a squad with Boba Merc, Zuckuss, and Darth Tyranus DLOTS a few weeks back. It did OK, but not nearly well enough to win. For instance, I got beat by a somewhat sub-par GGDAC/IG-86 squad. I couldn't even hit the suckers half the time, let alone kill them fast enough to win the game.
At this point, I think Engineer's plan of just going all IG-86's is the best way to utilize Whorm.