Note that there's a typo in the 0.3.1 PDF, the Nurgling Swarms should have Scout so that mechanic is already on test.
Although I agree, Scout could also work for the slime trails the Beasts of Nurgle leave, but that's also my justification for considering Disrupt on their CC and possibly on their FF attacks.
Here's another Nurgling profile to have a look at, going back to earlier ideas:
NURGLING SWARM (v5)
INF move 10cm Armour 4+ CC6+ FF-
Sharp teeth (base contact)
Expendable, Invulnerable Save. Nurglings do not count towards the size of the summoning formation. Each summoning point provides two Nurgling Swarm units.
My concern is that the usual Expendable rule for Summoned Daemons will make the formation semi-immune to non-Barrage shooting for the turn, as an average roll is going to give you eight units of Nurglings turning up, or an average of sixteen if you've got a Chaos Champion. Even in combat it's going to be a pretty big boost - the formation is a bit less likely to win the combat due to the Nurglings being slightly easier to kill than a Plague Marine or Plague Havoc, but due to hit allocation you could easily put all the hits onto the Nurglings and have the actual Retinue take no casualties.
For Beasts of Nurgle I was just going to add Disrupt to their attacks, and then realised that it would only have an effect when the formation lost the assault.
Another possibility would be to use their current profile as-is but with 4+ Reinforced Armour, meaning that they'd have a lower damage output than two Plaguebearers but would be able to take incoming hits better.
The visual effects in the batrep photos were added with an iOS app called LensFX, I heard about it on one of the Facebook Epic groups, it's great for this kind of thing as it helps you see who was doing what.
The Zombies are a mix of all sorts of things - there are original Nurglings, some early Eighties Citadel scorpions, some metal centipedes from an unknown manufacturer and some 40k-scale Tyranid glands.