Haha, thanks for the compliment on list! I was actually starting to consider adding in a Librarian over a GM for a few reasons.
Warprift - those scarabs are scary as hell I tell you after reading the codex. Warprift should allow me to suck a few swarms easily out of the game because of their Int before they manage a ton of damage to my armor/armor saves.
Shrouding - this power combined with the Libby in a land raider will extend the aura effect quite effectively, giving me increased cover saves against all the high str low ap weaps they have.
Then the standard other powers like MoT and hammerhand will add nice strength bonuses to the supporting squad while they activate force weapons, etc.
Psybolt ammo for the guys won't matter that much; aside from vehicles, no necron model is immune to common bolter fire anymore; if it really worries you, take the "reroll '1's to wound" grand strategy on the 10-man units.
True, I just felt like it would be better to wound on 3s and 4s, rather than 4s and 5s with my bolter fire.
If you wanted to venerabalize (is that a word?) the Dreadnought (I agree, it feels right; GK dislike the idea of dreads so only extra awesome we-can't-afford-to-just-let-you-die heroes get them, even compared to regular chapters), then you could drop the strike squad's rhino and some assorted niff-naff and trivia like the servo skulls. Strike squads usually teleport into postion anyway, or are teleported in in advance (read: deployed normally on your home objective).
I thought about dropping the rhino, but I feel i would need a few servo-skulls around to prevent my boys in steel from going too far off course. It always irked me to have such super warriors trained for centuries die to something silly like teleporting into a rock. As a side note, I have another rule for my armies that no troop or HQ goes into battle without a helmet, that's just silly not to protect your major weakness.
I have drawn up a slightly varied list:
---HQ---
Grand Master - 195
Rad grenades
Servo skull x1
---Elite---
4 Paladins - 225 pts
1 with halberd
1 with MC halberd
1 with sword
1 with daemon hammer
---Troops---
10 Terminators - 450 pts
5 halberds, 3 swords, 2 hammers
2 psycannons
10 GKSS - 230 pts
1 daemon hammer on Justicar
2 psycannons
---Heavy Support---
Land raider with pintle MM - 265 pts
Dreadnought - 135 pts
2x autocannon
psybolts
-----OR----- I like both lists, I like the 4th paladin filling up my land raider and adding extra CC punch to the unit. But on the flip side, a GM and 3 paladins are still formidable, so it may be better to make sure the only 2 vehicles on the field are extra durable.
---HQ---
Grand Master - 195
Rad grenades
Servo skull x1
---Elite---
3 Paladins - 165 pts
1 with halberd
1 with sword
1 with daemon hammer
Venerable Dreadnought - 195 pts
2x autocannon
psybolts
---Troops---
10 Terminators - 450 pts
5 halberds, 3 swords, 2 hammers
2 psycannons
10 GKSS - 230 pts
1 daemon hammer on Justicar
2 psycannons
---Heavy Support---
Land raider with pintle MM - 265 pts