I'm on my way out for work, so don't have time to get too extensive, but a couple of quick comments:
1) Too many markerlights at low point values - remember, markerlights are a support weapon - they need units to support to be effective. In terms of point cost vs additional wounds, markerlights really only earn their money back when used with larger teams of stealth teams or burst cannon/missle pod XV8. This isn't to say you shouldn't take some and that they aren't useful even in other situations, but 2 full teams of pathfinders in a 1000 point game is way to many. In particular, stealth suits with markerlight on the team leader = bad - you'll want these guys to be mobile and you can't move and fire the markerlight in the same round.
2) You have no fusion on this list. That's fine - most of my lists don't either - but it means that you will need more then just the one broadside, especially when you get up into the higher point values. You'll need to punch through 14 armor too often to count on seeker missles or missle pods, paticularly since you indicated you'll often be facing necrons (monoliths!). Either pick up more broadsides or replace at least one Skyray with a Hammerhead.
3) Drop the stimulent injector on the Shas'el - its easy enough to keep from getting shot by using his independent character status. This piece of gear is nice, but there are better uses for the points.
4) Tau vehicles should pretty much ALWAYS pick up decoy launchers - great addition for the price - and you should generally take multi-trackers are well, so you can use your firepower properly while moving.