I've yet to play a game of KT but I'm excited to try it out. Drukhari seem to be very good. The flesh wound system is an extra level of variance mitigation, however our abundance of dark light and the impaler allow us to bury the vast majority 1 wound models and more reliably dispatch foes.
Kabalite gunners seem to be the best choice in the team, so start there. From there, wych fighters are solid. Hydra gauntlets appear to be the best because they synergize with combat drugs most reliably, followed by impalers (again, to bury people in flesh wounds), and lastly razorflails. Pretty much the same value as in regular 40k, but shardnet&impaler for a completely different reason.
Fire and fade (actually 1 CP) is really, really good. Shoot and jump out of LoS is obvious. But valuable too is the range of a move+advance->shoot->F&F shredder/blaster/PGL toting models.
Torment Grenade is also pretty bonkers. It's 2CP so it's steep but it's a very reliable way to dispatch a problem model. All you need to do is hit, and then roll a 7 (maybe 8 ) on 3D6. Mortal wounds are great on 40k, they're crushing I KT.
In general, I'd go for wyches over kabalites. The only thing kabalites have is a slightly better save and marginally better poison weapon. Balance that against +1M, +2A, Dodge, No Escape, Combat Drugs, and plasma grenades for only 1 point? It's a no brainer.