This is my position as a Tau player (and a lot of people are going to make an argument against what I have to say) but Kroot are basically useless. You take 10 in order to be able to take 10 hounds which are slightly more passable, but you only even do that if you know who you're up against. Thick infantry armor will just laugh at Kroot, and hit you back twice as hard. With no armor to speak of (and I don't consider 6+ to be speak worthy) they can be useful as one time, outflanking squads to make a mess of a particular enemy unit but you will lose them, and it will hurt. While I'm not that big of a fan of fire warriors either, you're better off with 6 in a devilfish (because it's cheaper). And I know you have that in there, but I do mean 2 squads of them. Keep them back near your lines for holding objectives or objectives that are completely in the open (you get a coversave anyway) so you can get clear firing lines on advancing units.
Try a squad of pathfinders and keep their devilfish on the back line so you can bring in a group of FW from reserve and pop them right in. Tau transports are tough and hard to pin down, and you can use them as mobile Seeker launchers in a pinch. I wouldn't bother upgrading their weapons, you have enough str 5 ap 5 shots in the army as it is and the few extra shots it provides won't help you much. But absolutely spend the points on the Disruption pod, Flechette dischargers and a seeker. Keeping seekers on all sides of the board will almost always guarantee you side armor of whatever vehicle is on the board. Besides, you should be prioritizing your opponents vehicles with broadside fire anyway, so your opponent should have fewer ways to deal with nimble transports with a near permanent 4+ cover save.
Cheap squads of crisis suits are fine, but death rains (TL MP + FL) are better at engaging medium infantry or light vehicles. And since you have no power weapons in the entire army (with the obvious exception) you're going to find that MEQ armies and FNP are going to haunt you in your sleep. I would say forgo the shield drones in the crisis suit squads or change them for gun drones (for cost) and rely on the crisis suits ability to deny firing lines and stay away from most infantry, you can use the points elsewhere. Like say, more Tau Plasma Rifles. You've already got enough weapons with a comparable stat line to the MP (submunition, the MPs on fireknife suits[TPR+MP]), you can leave one like that but the more TPRs you have the better off you'll be. Keep at 24+ inches (outside most standard firing range and well outside of most charge ranges) and focus fire your opponents largest threats to widdle them down. You will lose crisis suits, but what's more important is the damage you do, and shots on your crisis suits are shots they're not putting on broadsides or transports with squishy fire warriors in them.
I know you're only at 1000 points looking into it, but when you look to expand you might consider a piranha or two. You can load them with two seekers each, run them up the side lines at flat out, and then still fire the seekers using markerlights. It's a nasty surprise the first turn of the game and a great way to deal with anything that has much stronger front armor than sides (like battlewagons and predators). Basically, the higher you go in points with the Tau the better they get. That includes apocalypse, Tau start getting pretty mean when they have mobile stealth field emitters and tigersharks.