Well Freebooters come from every klan, so it's difficult to add in what makes them their own. Well besides fancy hats and being greedy or something else.(Say "worshiping" a Chaos god)
The current lore is quite restrictive when it comes to clans- so there aren't many choices. Sector/empire/planet specific clans are known to exist in some settings. I would jump to the Blood Axe clan straight away if available.
Thing about ork klans is that they're more of a culture than a collection. You'll see multiple clans in a WAAAGH! but their mentality and role on the battlefield is much the same as it was before because that's how they were born, and to a greater extent programmed. So creating a brand new clan is not as easy as saying "Yeah, these guys wear pink as their clan color, and they like shooting." Ok, so they're a bunch of rogue Bad Moonz then? Because that's exactly what it sounds like, Bad Moonz that broke off from their tribe and decided to wear pink instead because pink is an even more obnoxious color than yellow. Think of it this way. A clan is like a hive mind. All Death Skulls are looters and thieves. All Bad Moonz are braggarts and boisterous. All Evil Sunz are addicted to speed. If a Death Skulls boy decides his tribe isn't worth fighting with he'll leave, join a Freebooter krew and fight with them. He might start wearing the Kaptin's colors, but he's still very much the same ork he was before. He still retains that hive mind. Anyone understand where I'm getting at here?
That's pretty much how I would have looked at it for this game, the whole different colors and emblems thing. Since I presume all of the ork units will be playable by any klan you join, I thought more of it would come down to simple cosmetic adjustments versus any real buffs gained by playing a certain klan. I am probably wrong about it, since I haven't delved that far into the game mechanics, and if it is based on different factions getting meaningful buffs, then I would be more for that than adding any extra half-done klans.