I'm going to argue one more time against the Land Raider Redeemer, then simply allow the OP to make his decision.
On paper, the Flamestorm Cannons look like excellent anti-MEQ weapons on a super platform. However, let's look at the reality of the battlefield.
First, you say you want to Outflank with the Redeemer. Your opponent knows, or will know by the second time he faces your list, not to leave any of his units near enough to the flanks to be assaulted easily. That means that you will likely have to move your Redeemer at Crusing Speed to get its cargo within assault range on the turn it comes in from Reserves. So, no firing that turn (except one single weapon with PotMS).
Next turn, your opponent will, of course, decide to move his units away from your LRR. Even if your LRR only needs to move less than 6" to hit someone, that reduces its fire power to a maximum of two of its weapons (out of four). Every turn after that is the same. At best, you get to fire two out of its four big guns.
Now, let's say you decide to leave the LRR sitting on an objective in order to protect the Tactical Squad claiming it. Well, first you've committed an awfully high number of points to controlling a single objective. The tank doesn't have the range to contribute its fire to helping the rest of your army. If your opponent decides to assault the tank, he'll do so with a unit that can hurt it (Rending Genestealers, Monstrous Creatures/Dreadnoughts/etc., Bikers with Melta Bombs, etc.). If you move the tank to intercept the unit you know is about to assault you, you still only have two of the big guns to fire and the position of the Flamestorm Cannons means that if you try to fire both of those guns at the same unit you won't likely hit many. Basically, your LRR will be assaulted and blown up, especially if it just sat there without moving. At best, it will be ignored by your opponent who will concede that one objective to you, then proceed to claim the others because his army can over-power what's left of yours fighting for the other objectives.
The point is that any time you try to move the LRR, you are unable to maximize its fire power. If you keep it still to maximize its fire power, you'll have no enemy units in range to shoot at.
The LRC, on the other hand, has both enough range to be effective while sitting still and can still fire every one of its weapons when moving at Combat Speed.
It would be especially pleasurable to be able to roll the LRR around a battlefield buring everthing in its path. Unfortunately, the rules simply make it impossible to actually use the tank in that fashion.
NewHeretic