Looks good. No worries about the format, but the change has made things much clearer :D The list has improved but I thought I would just say a ickle more any way :D
RXB warriors are great, but a good thing to do is run them in 12 strong units with shields. True this pushed their cost up, but it makes the unit far more capable of multiple roles/tasks. Firstly it gives you a improved save vs missile fire - very useful indeed. Secondly it gives a you a 4+ save in CC, making the unit more reilient then empire sowrdsmen in combat! The reason for the 12 strongness is so you can deploy them in 8-4 (8 models in the front rank and 4 in the second) giving you 16 shots per turn, but also granting you +1 CR for a rank! When the enmy gets close you can use the add a rank speccial rule (taking up 2.5" of your 5" move) to add a rank putting you in 4x3 formation (3 ranks of four models), but still allowing you to shoot that turn (which reforming doesn't). This way you have +2 CR in CC, and turns your shooting unit itno a very good combat support unit, ideal for supporting either of the infantry units. A very common shooting config that really works well in a unit of the afore mentioned RXB warriors + 2 RBT, whihc gives you a very good fire base. 16 S3 shots + the DR shots + 2 RBT! Very nice. I would be tempted to work in that combo instead of your current one simpley because it is very flexible and very effective.
The general this really comes down to who you reckon you can keep alive longer. A noble in chariot is great, but is vulnerable Vs Lizards and Empire/dwarf armies because of the S7 hit thing. Keeping the HS alive is more about skill then anything else. If you find yourself to be very good at keeping her alive then make her the general, however to start with I would make the noble your general. :D
CoC are as I have mentioned a few times to many, a very good choice. What is better then a CoC? Two! That may sound logically but hariots are good on their own, but fantastic when you ahve two. Partly because of redundency (which is all about having multiple units who can do the same job so if one dies you can still do that job - like having more then one fast cav unit or heavy hitter), and partly because of the stupidity thing. LD 9 is much better, but it can still fail you, by having two chariots you can either put them together to guard against stupidity or as most people do have them either side of your main one or two units, spreading the pain, but also helping to minimise the stupidity problem. I would be tempted to drop either the noble :( or a unit of riders to put in a second chariot.
Somethign I have been toying with, as a way to minimise the number of points you have to spend on sorceresses is to have just one HS with the Darkstar cloak, 2 scrolls and the seal of ghrond. This gives you exacltly the same number of magic and dispel dice, but saves you a huge 40pts! Admitidly it makes her more expensive, and her death more disasterous, but if you keep your noble you could give him the seal (so as to minimise the amound of magic defense you loose if either one dies)! Those 40pts will allow you to swap your current RXB/RBT set up in to the one I mentioned. If you do this the noble really must be your general! Then if you want you could drop a DR unit and add in another CoC, or as I have just seen you could boost your Corsairs into 5x3 and give them the warbanner - making a very formidable unit especially with the CoB re-rolls.
As for the shades or harpies thing that is a personal choice in the end. Harpies are by far the better mage hunters (units designed to kill enemy spell casters) and warmachine hunters (units designed to kill enemy warmachine crews), but against armies that cuase fear (undead) their LD6 means they rarely do anything useful. Shades on the other had are more reliable and would give you more shooting 5 gives you an additional 10 shots, which would make from the fire power you would loose if you did drop one DR unit. They are also more useful for cunning manuvers. I would ssay for a new player take the harpies, unless you drop the DR, and then its 50/50 again :(. Remeber that a unit of 5 shades costs 5pts more then a unit of 5 harpies....
I know this must seem negative, but I assure you it isn't. Your list is great, but it all comes down to fine tuning (I have been fine tuning my Cult list for 2 months now!), and getting the most out of the points. I am surprised at your list to be honest. As a new player I didn't accept a list of such calibre, just the usual COK uber unit - so kudos for comming up with a great list! One last thing, if there is anythign I have said that doesn't make sense or that I haven't explained well enough then please pick me up on it. What is great about the Druchii is the welath of cunning tactics that have been developed and ideas that have been thought up. So if anything I mention, like bainting for example, doesn't make any sense for what ever reason just say and I will endevour to explain better. Also if their is any abreviation I have used that you don't understand then again just ask, like the formation notation thing. I explained each one just incase you weren't sure. Still not sure if I did that well enough...
EDIT: Just got the link to a thread I wrote on this site about tactics. As a Druchii player myself what I say is all aplicable to Dark Elf armies. YOu may find it useful, especially the baiting bit, which is how the Druchii win games!
Link!Hope I am helping,
Ras