Some things to keep in mind:
Invocation healing from necromancer requires a leadership test, which our BSB provides a re-roll to. This makes that healing incredibly reliable, and let you generate a ton of free wounds for your army. A wight lord BSB is sturdy & points efficient unit that gets you those important leadership rerolls while also unlocking a unit of grave guard as core, which IMO makes them one of your first grabs for most vamp count armies
The biggest beneficiaries of this are zombies (which can be healed above starting count so there's something to heal if you go first in round one - just keep in mind that they cap at 40), grave guard (the most elite unit we have that get full infantry healing) and blood knights (the strongest unit we have that can still heal multiple models at a time), So I would typically look to build around one or more of those units. Blood knights in particular are sick. A unit of 7+ with full plate is brutal, and if you get off even a single heal per game restoring like 4 models that's devastating. Even from a pure points perspective, that's a 200 points swing, as though you started 10% up on the entire match, and you could conceivably pull that off multiple times in a game! on a unit that most would not argue was dramatically overpriced even before you count healing. About the only reason not to take a big blood knight unit is that the terrorgheist is actually properly frightning in TOW, especially considering our access to leadership debuffs through the Necromancy lore, making it equally worth those limited rare points. I suppose hexwraiths, as hard hitting ethereal cav, also make a strong case for those rare points. Honestly a bit spoiled for choice there.
Skeletons aren't so much worse than zombies that you should feel bad for running them if you prefer them aesthetically, but zombies are more points efficient, and if you're looking for an infantry unit that can fight a bit and not just tar pit then ghouls or preferably grave guard seem the better choice, plus the ability to overheal means you really should take at least one unit of zombies in case you get the first turn. Likewise Vargheists are extremely mobile and hard hitting, so if you want to use them you aren't exactly shooting yourself in the foot, but their relative fragility for the points and frenzy making them difficult to control makes blood knights just look better. Again similarly ghouls aren't at all bad, but imo have a hard time stacking up to grave guard in the 'infantry that can actually hurt something' department. So that's a handful of units that are maybe outcompeted in their roles/slots/points, but they aren't bad.
Most of our other units are solid - a mix of good utility and efficient & maneuverable chaff.
About the only unit that does kind of look bad is the crypt horrors - just too pricey for their limited durability and lack of armor penetration. Which sucks if you like strigoi/ghouls, but only one bad unit out of the entire grand army is pretty good all things considered.
While vampire lords/counts have lost a step compared to 7th and 8th edition fantasy, they've still got a pretty impressive stat line, nice upgrades, potentially some pretty decent spellcasting ability - especially if there's a mortis engine nearby - and a vamp count on zombie dragon is up there with the better dragon heroes. Ghoul King on royal terrorgheist, especially with the healing sword, is also quite viable, especially with necromancy support from a master necromancer debuffing leadership for screams.
On the other hand, with level 4 spellcasting being so important, there's much to say for the necromancer lord, particularly on a mortis engine which brings in dragon-adjacent maneuverability, resiliance, and hitting power along with screams, a +1 to cast aura, a +1 to movement aura, 360 degree line of sight for spellcasting. Rules as written currently the auras stack with themselves, so double-mortis is arguably one of the scarier armies in the game with a pair of level 4 wizards making casting rolls at +6 behind a wall of movement 6 grave guard with a wight lord bsb that reliably heal 10+ models per battle round (potentially with 5+ regen saves from drakkenhoff banner), BUT I expect errata to stop the aura from stacking with itself sooner or later, so while I'd absolutely rush out to buy a mortis engine if you don't have one, I'd maybe wait before getting a second one. Even without the second engine, just putting a foot or magic carpet master necro next to the one engine in that formation is still a lot for the opponent to deal with.
If you do go with master necromancer on mortis, there are multiple build options. illusion and sword of kings with a spell or lore familiar to make doppleganger likely or automatic for a really brutal offense, or go for necromancy and stack up casting & defensive upgrades to focus on leadership debuff & screams, along with additional screams from banshees and/or terrorgheists. I heard a double mortis, double banshee, double terrorgheist list won a recent event, using leadership debuff spells to set up for screams and the reserve move spell - reliably cast on the higher spell value due to double mortis aura, to let the screaming units move, scream, and move again to keep damage up while avoiding charge arcs or even hopping behind terrain to avoid line of fire. I haven't actually seen the list or a proper event report though, so I can't fully vouch for it, and even if true again I'm skepticle of double mortis stacking for long.
We have some very powerful faction magic items as well. Not all of them are good of course, but we have at least one or two solid utility options if not outright game changers in each category, which is more than most other factions can say, legacy or otherwise.
In many ways vamp counts should be one of the stronger factions out there, especially among legacy factions, and if the event results aren't showing that yet I'd say you just need to give the game some more time for the meta to stable and for people to start building armies tailored to TOW's rules, rather than just fielding rebased WHFB forces. As with the game more broadly, it's important to remember that the shift from 8th to TOW is as big as the shift from 5th to 6th was. Yes a lot of the fundamentals remained the same, but in all the particulars this is a new game, so the comparison to other TOW factions is way more important the comparison to the previous version of Vamp Counts.
It's sort of like the situation with magic. People were initially saying that magic was dramatically weaker in TOW than 8e because you don't see a single spell wiping entire units - sometimes multiple units - off the table. But a little bit of playing around with TOW showed that magic is still immensely powerful, outright game deciding, and any army that can't field at least one level 4 wizard is going to have problems. I think it will eventually prove the same with vampire counts as a faction. Not doing the same things, at least not in the same ways, but what it does now instead is still terrifying.
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As for the specific army above, looks mostly alright to me. I'd trade the smaller unit of skeletons for like 30, 32ish zombies for reasons already mentioned, and yeah the... biting blade? the one with -2 ap baked in. that's probably better for your count than the ogre blade - unless you wanted to spring for the lifedrinker. And while I understand wanting that 4++, you could probably survive with a 5++ from talisman of protection, saving a bunch of points. That might save you enough points for a blood knight, if not you could kit out your count with some extra stuff. The +1 wound or beguile vampire powers are great on a dragon count. or an extra spell level or two, maybe switching to illusion on the count to threaten doppleganger. Or maybe a magic banner on the grave guard. Room to tinker is what I'm saying.