A seer in 1k against ogre kingdoms really isn't that great. It's not like he can dread 13th his way to a win and the seer can't take any equipment. If I have a choice, I'd probably rather have a level 2 caster in 1000 as Skaven for a fight with Ogres. The seer with his bunker is going to be about 40% of 1000. Not sure what you're playing with, but a skitterleapt Grey Seer is fresh meat for leadbelchers. And no general means an auto-loss for most Skaven. Even if his seer survives after the leap, you can probably break some units that he's left behind, especially slaves.
Also, that Queek unit, I just wouldn't fight it head on with anything important to me until it's been whittled down (of course, a Mournfang charge will do a lot of damage to it, but if he still has 10+ models left after that with frenzy up, you're in for some pain). Everything in it will normally go first in combat with Ogres, and death frenzied Strength 5 attacks will cut through any rank and file. You usually want to block the death frenzy and burn his model count down as much as possible before it gets near you. You also have the option to let death frenzy go off if you think you can play keep away from him with redirectors (and then death frenzy would be doing some work for you).
The unit costs him around 800 points if he always throws the assassin into it and takes a magic banner. The major flaw of it is that it's such an easy target for its cost. Queek's stormvermin still have mediocre toughness and their armor (4 or 5, dependent on if he splurged for shields which are only useful against ranged for that unit) won't really save them from high Strength damage. You need to slow him down while the storm banner he probably took is still up. Leadbelchers brutalize these guys once the banner's down and scraplaunchers will also be useful if you field them.
Multi-hit direct damage magic (spells in Fire, Beasts, and Heavens) will also make quick work of this unit regardless of the storm banner and keep in mind that Queek's saves are really poor and can't be adjusted by the other player (snipers/death magic apply here).
Fulminating flame cage is probably what I'd choose as "most valuable spell" since it'll shut down the unit's movement completely (or if he moves, he'll lose half his models) wasting a precious round of storm banner protection or forcing him to stay in place while you deplete the unit.