It's an interesting list concept, but I'm not so sure how well it would work. All the ships are 5+ saves, and the Gunhaulers only have 10 wounds. That's going to go pretty fast, and the healing only happens in your Hero phase. Ziflin would give you the ward save and healing, which might fit your concept better. Mhornar is great, but with the amount of damage the boats put out...it's not going to be enough to really make a difference...though the Cannon hitting on a 3+ is nice. If you hit and wound with all your shots, that averages to only 12 damage from all the ships from Cannons...
I'd think about not using that Battalion, because you'll have healing and a bit of an edge with with shooting...but it won't be enough I don't think. What you could do is make a super tugboat using the Iron Sky Command as well as Zilfin.
Allegiance: Kharadron OverlordsSkyport: Barak-ZilfinLeadersEndrinmaster (140)- Artefact: Autotinkerer Arkanaut Admiral (140)- General- Trait: Doughty Champion Aether-Khemist (100)- Artefact: Autotinkerer Battleline20 x Arkanaut Company (240)20 x Arkanaut Company (240)10 x Arkanaut Company (120)Units6 x Endrinriggers (240)3 x Endrinriggers (120)3 x Endrinriggers (120)War MachinesArkanaut Ironclad (440)- Main Gun: Great Sky Cannon- Great Endrinworks: Incredible Self-healing HullBattalionsIron Sky Command (80)Total: 1980/2000
So with this list your healing is pretty substantial, and your list has enough shooting to be good to game.
ironclad is a 4+ save and 18 wounds
4+ Regains a wound built in
Batten the Hatches: Reroll saves of 1
Endinmaster Heals D3
Ignore mortal wounds on Skyvessels on a 6+
3 units of Endrinriggers heal 1 wound each for a total of 3
Without our ships, we are naught: Reroll the dice for an ability that heals a Skyvessel once per battle
2 heroes with Autotinkerer heals 2 more wounds ona 4+
So that's tons of prevention, and the potential to regain 9 wounds per hero phase on your Ironclad. With the Ironsky Command, you are adding Trusted Bodyguard to keep your Heroes alive as well on a 5+ any wound or mortal wound goes to the Arkanaut Company instead of the hero. Doughty give the Admiral another chance to shrug off wounds on a 5+
The way I'd play it might change up a bit, depending on what scenario and army I was up against. More than likely, I'd deploy the Admiral with a unit of 20 and 10 Arkanaut Company nearby to make them immune to battleshock with his command ability. I'd put everything else on the ship, making this a 2 drop army. You can easily keep the Admiral on the ship too, making it so you can run 6" automatically and still shoot.
Just something to consider