Hello and welcome to the The Great Devourer. First off, Tyranids are what YOU think they are, so the best idea is to take the advice, but obviously in the end, if you don't see it that way, then go with what you think is cool.
Hive Tyrant - typically you want a more singular role for your tryant. Two sets of scything talons with wings and whatever biomorphs you see fit (some like him base, some like a lot more). Two Twin Linked Devourers (Dakka) is the next set up with wings. 12 shots at S5 (with the Toxins Sacs), re roll miss and to wounds. Lastly is the walking tyrant comprised of ranged weaponry. Some like Venom Cannon, Barbed Strangler, some like a mix, Up to you. See TYRANT TACTICA, by Yuengling Dragon (spelling?), it pretty much covers the basic three set ups.
Genestealers- Typically EVERY person has genestealers and for a good reason. You might want to thin the squad down to 8 to avoid unwieldy squads as well as tieing up your hopes for your stealers getting to combat on ONE fleet roll. Carapace is an upgrade that I would def. recommend. Having a 4+ save can mean the squad getting waxed and it staying alive when MEQ's or Guardians shoot at you. Scuttlers can be good, but I personnaly don't use them.
Gaunts- I would DEF. drop the Adrenal glands, as well as the devourers. Give them fleshborers and keep them cheap. 16 gaunts with fleshborers (s4 living ammo) is 96 points. Do the math.
Hormagaunts- The ONLY biomorph I would EVER consider giving them is Adrenal glands for the I boost. That is IT. Keep them cheap. The added Initiative means that, say you are attacking MEQ's, well the more you can drop, the less they will be striking back. MEQ's need 4's to hit, 3's to wound and you have a 6+ save. You strike simo, and half your brood can get waxed. Just my take on it.
Raveners- Ok, that is a lot of points on a 5+ save. I don't believe in being a point communist either, I look at a unit regardless of points and if it is battlefield effective, then go for it. I would only run Raveners in squads of two, MAYBE three. You Don't want a Dev. Squad with H. Bolters, mowing down your expensive unit in one turn of shooting. Plus it gives you more fleet rolls. Scything Talons and Rending Claws is the way to go on them as well. 5 attacks on the charge a piece, something is going to die. My recommendation is to drop it to two squads of three or three squads of two. 9 raveners, although fun, would be VERY hard to play and you will likely get hosed.
Zoanthropes- A pretty standard set up. Good choice.
Carnifex- Ok, this one the best way to go is to think what you want him for, and listen to the advice of others, but in the end, make your own mind up. Some people think that he is ONLY good at being a gun platform with a Venom Cannon and Barbed Strangler (x2 S10 shots, x1 S8 Large Blast), and he is good at it by all means. Others think he is good in Melee. With Adrenal Glands, Toxic Miasma, and Claws, you hit MEQ's on 3's, and wound on twos. You also have 2/3 chance of getting more attacks than base, and have 1/6 chance in getting less attacks than base. Lastly others think that he is the perfect ace in the sleeve. Give him claws and a ranged weapon. Let him shoot every turn in, until melee, then assault, destroy you target, repeat. Just try it out different ways, and see which way works best for you.
OVERALL: Looks like you are on a good start, but you need more Synapse. At the Very Minimum at 1750 you want at least 4-5 creatures, if not squads providing synapse.