Hi there! Welcome to the forums!
HQ - 175 pts
Commander - ATS, Neruoweb, Onager, 2x Plasma Rifles, Shield Gen, Iridium
Okay, so you're going for an aggressive commander build, yes? Generally, Shield Drones are superior to Shield Generators--they protect every bit as well, but if you miss a roll you just lose a drone rather than a wound. The shield generator is really expensive, as is Iridium--you really ought to pick one or the other. If you run into tons of plasma, take the shield gen (or drones); if you run into lots of other stuff, take Iridium. People tend to throw tons of points into their Commanders and it is very rarely needed. Of the two, I prefer the Iridium, since cover saves can be had for free and other suits can be used to take most shooting hits.
Also: Onager I can understand if you plan on putting this suit in somebody's face, but Advanced Targeting System isn't the *best* use of points, but it is cheap. Not crazy about the Neuroweb System Jammer, either--I've never seen it pay off in any significant capacity.
XV104 Riptide - EWO, Ion, FnP, TL-Plasma
I'd dump the Feel No Pain. Not worth the cost, really. The Riptide is plenty durable enough without it, trust me.
XV8 Crisis Team - 3x Plasma Rifles, 3x Missile Pods
Fireknives are okay, but I've never been really crazy about them. I think Deathrain suits or Burning Eye suits are superior. Now that you can double up on the same weapon rather than being forced to twin link or take two different ones, there isn't too much of an argument for the Fireknife. Gear your suits to do one job rather than two.
XV8 Crisis Team - 3x Plasma Rifles, 3x Fusion Blaster
I'm assuming the Commander goes here and it is your intention to deepstrike them. If that isn't your intention, I'd suggest making it so. Consider twin-linking those Fusion Blasters for a few extra points. Also, to add to the unit's durability, see if you can get a pair of Shield Drones in there.
12 Fire Warriors - Shas'ui
12 Fire Warriors - Shas'ui
12 Fire Warriors - Shas'ui
These guys are okay.
FAST ATTACK - 120 pts
10 Pathfinders - Shas'ui
Don't put 10 in the same unit--that means tons of markerlight hits on one target, and you seldom need more than 2-3 hits on the same target (if that). Split this into two units of 5. This will give you more control over where you put the markerlight hits and, paradoxically, will sometimes help them live longer--they become easier to hide, the enemy has to shoot two targets instead of one, and so on. Pathfinders die to a stiff breeze, so don't expect them to live long no matter what you do.
Hammerhead Gunship - Blacksun, Disruption Pods, Submunitions, TL-SMS
Very good tank. The only problem you have here is that you only have one vehicle. This means every anti-tank weapon on the board is going to be aiming for the one thing they can kill quickly as soon as they can. This guy lasts much longer with other vehicles sharing the AT love.
XV88 Broadside Team - 3x TL-HRR, 3x TL-SMS
Not super convinced these guys work well--the strength on their guns is *just* low enough to make them unreliable tank killers. As cool as the model is (and they are seriously cool), I haven't found a niche for them yet. Good luck with them, though--let us know how they do.
XV88 Broadside Team - 3x TL-HYMP, 3x TL-SMS, 3x Seekers, 3x Velocity Trackers
These are pretty good units and reasonably effective anti-aircraft platforms.
You're doing a static-fireline type list, and I've found those are tough to get to work. I suggest switching your Fireknives to Twin-linked Deathrains with Flamers. The three Flamers can use the Supporting Fire rule to protect the firewarriors while hanging back and shooting things.
I hope that's helpful!