I was wondering why your lists were looking a bit sparse, but then I realized that you were building by PL instead of points. The trouble with PL is that, while each PL equals 20pts, the PL cost is set near the upper limit of a unit's potential points cost. Unfortunately, fractions of 20 usually round up, inflating the cost. That means you have an incentive to load up each unit with upgrades, most of which would make your units less efficient than if you were building by points. By all means purchase these upgrades when building by PL, though; otherwise, you get even more ripped off by the PL than usual, especially on characters like Farseers, whose cost is one PL higher just because they have the option of taking a singing spear.
I wrote that little rant to set up a comparison between the first two lists below. The first one is based largely on the choices you made in your first list, and is built by PL. The second list is the same strategic concept, but built by points. From reading the thread so far, your main concerns seemed to be getting the most out of Webway Strike, dealing with large numbers of enemy models, fielding three different loadouts on the small wraith constructs, and efficient use of CP. I'll address some of those concerns in the lists, and some in the commentary.
List #1: [PL] Iyanden All-in Alpha StrikeIYANDEN VANGUARD
Spiritseer w/Enhance/Drain, Psytronome of Iyanden
Spiritseer w/Quicken/Restrain (Warlord, Seer of the Shifting Vector)
20 Guardian Defender w/2 Bright Lances
5 Wraithblades w/Ghostswords
5 Wraithguard w/D-scythes
10 Wraithguard w/Wraithcannons
Wraithlord w/Ghostglaive, 2 Aeldari Missile Launcher, 2 Flamers
Wraithlord w/Ghostglaive, 2 Aeldari Missile Launcher, 2 Flamers
Hemlock Wraithfighter w/Spirit Stones, Protect/Jinx
Wave Serpent w/Twin Bright Lance, Shuriken Cannon, Crystal Targeting Matrix, Spirit Stones, Star Engines, Vectored Engines
Wave Serpent w/Twin Bright Lance, Shuriken Cannon, Crystal Targeting Matrix, Spirit Stones, Star Engines, Vectored Engines
100 PL
2056pts
4 CP
Compared to your first list, this one drops all but 6 PL of characters, the Storm Guardians, and 3 CP in exchange for 5 more Wraithguard and 2 Wave Serpents. I made those choices because, while the characters are force multipliers, your small units meant that there wasn't much to multiply. The battle was also a bit haphazard; you wanted to use Webway Strike, but your army was too slow to engage all at once, and taking the time to set up a coordinated strike would have exposed all the models you had on foot to an extra turn or two of enemy fire. The units selected for Webway Strike were small, and the actual assault required too many moving parts. Quicken is essential for Scytheguard or Wraithblades to perform a Webway Strike, but it's unreliable and could leave an expensive/important unit stranded.
In the list above, you deploy the Wraithlords and Wave Serpents (Wraithblades, Scytheguard, and Spiritseers) aggressively along with the Hemlock, then put the Guardians and 10 Wraithguard in the webway. That leaves 5 relatively tough targets on the board with a mix of firepower to soften up the enemy in the first turn. You should be able to destroy 1-2 vehicles and/or squads pretty convincingly. Note that the Star Engines and Vectored Engines are incompatible with the Bright Lances on the Wave Serpents because they involve Advancing. However, most of the targets that can threaten your large models made other large models, so I chose the Bright Lances, but you retain the option of boosting speed and durability if you feel that you can forego some firepower for better positioning (and you can still fire the Shuriken Cannons). I kept the Aeldari Missile Launchers on the Wraithlords (and gave them flamers) because you were worried about swarms, but you could probably get away with Bright Lances on them too, for cracking hard targets that threaten yours.
As you close with the enemy (probably turn 2), unload your Serpents, deploy 10 Wraithguard and 20 Guardians via Webway Strike, cast your powers, and use your last CP to use Guided Wraithsight. Fire your Bright Lances, Heavy D-scythes, AMLs, and Wraithcannons (and D-scythes ifnecessary) at tough targets and transports, fire everything else at the soft targets, and charge whatever you can reach with your Wraithblades and Wraithlords.
List #2: [pts] Iyanden All-in Alpha StrikeIYANDEN BATTALION
Spiritseer w/Conceal/Reveal, Psytronome of Iyanden
Spiritseer w/Protect/Jinx (Warlord, Seer of the Shifting Vector)
12 Guardian Defenders
11 Guardian Defenders
11 Guardian Defenders
10 Wraithguard w/Wraithcannons
10 Wraithguard w/Wraithcannons
Wraithlord w/Ghostglaive, 2 Shuriken Catapults, 2 Shuriken Cannons
Wraithlord w/Ghostglaive, 2 Shuriken Catapults, 2 Shuriken Cannons
Wraithlord w/Ghostglaive, 2 Shuriken Catapults, 2 Shuriken Cannons
Wave Serpents w/3 Shuriken Cannons, Vectored Engines
Wave Serpents w/3 Shuriken Cannons, Vectored Engines
Wave Serpents w/3 Shuriken Cannons, Vectored Engines
124 PL
1993 pts
6 CP
This list uses essentially the same strategy as the previous one, but it trades out the Hemlock for an extra Serpent, an extra Wraithlord, 13 Guardians, and 2 CP. Since I have more units, I opted for quantity over quality, equipping shuriken weapons on everything. I would have bought flamers for the Wraithlords, but I thought I'd be better served by retaining the Shuriken Catapults alongside 4 extra Guardians and 3 Vectored Engines. The shuriken weaponry also means that I only suffer hit penalties from Advancing, but I can always fire everything.
Another key different is that all of the Guardians are in Serpents, all of the Wraithguard are in the webway, and there are no Wraithblades. I made that choice because I don't like the idea of each 1 rolled after a destroyed Wave Serpent killing a Wraith construct instead of a Guardian, and it also gives me more control over my heaviest firepower. Also, Wraithlords suffer less than Wraithblades from Psytronome use.
Switching gears...
The second list you wrote suffers from some of the same problems as the first one, particularly the glut of characters whose buffs are largely wasted. You sunk 19 PL into getting 1 CP. Also, remember what I said about each PL being equivalent to 20 pts? Wraithknights cost 27 PL because they assume that you'll equip them with 2 Heavy Wraithcannons and 2 Starcannons. Personally, I prefer the Suncannon, Scattershield, and 2 Starcannons because it makes the Wraithknight tougher while giving it something meaningful to do is both the Shooting and Fight phases. However, if you don't mind the fragility, the 2 Heavy Wraithcannons variant is great for hunting vehicles and monsters. Please don't equip the Titanic Ghostglaive. @_@ It was never good, despite a mind-boggling number of people jumping on that bandwagon. I know the sword looks totally badass, but reducing the shooting output to that of a War Walker while specializing its melee against other Lords of War is too narrow a focus for my liking. With that in mind, I wrote the following list to see if I could field a Wraithknight alongside other Iyanden units, building by PL just to see what happens.
List #3: Lone PairIYANDEN VANGUARD
Farseer Skyrunner w/Singing Spear, Guide, Fortune, Psytronome of Iyanden (Warlord: Seer of the Shifting Vector)
10 Wraithguard w/Wraithcannons
10 Wraithguard w/Wraithcannons
5 Wraithblades w/Ghost Axes, Forceshield
Wraithlord w/Ghostglaive, 2 Bright Lances, 2 Flamers
Wraithlord w/Ghostglaive, 2 Bright Lances, 2 Flamers
IYANDEN SUPER-HEAVY AUXILLIARY
Wraithknight w/Suncannon, Scattershield, 2 Starcannons
100 PL
2039 pts
4 CP
As the name suggests, only 2 of the combatants are alive, the Farseer and half of the Wraithknight. XD This list is still using Webway Strike, and the entire focus of the list is to keep the Wraithknight intact. Your goal from turn 1 into kill anything that can realistically threaten the Wraithknight, which usually means vehicles. The Wraithknight itself focuses mainly on killing things like Primaris Marines, bikers of all sorts, light vehicles, etc., in both the Shooting and Fight phases, but it can switch to any target of opportunity. The Wraithlords and Wraithblades control more of the midfield and keep the Farseer from getting shot, while the Wraithknight sweeps the table around them. I included a Farseer because Wraithknights are one of the rare instances of a single model where Guide and Fortune are useful, and the Psytronome is particularly powerful with Titanic Feet. Interestingly, you can drop one Wraithguard and the list becomes legal for a 2000pts game. Honestly, it could probably use more bodies and massed firepower, but I wanted to see just how far I could push the focus on Wraiths. Pretty far, as it turns out.