Tyrant:
If you can get wings, then a flyrant does rock. Either 2xST or 2x TLDev are both good.
Without wings, the VC is a fine choice. (As is 2xTLDev).
But I would skip the LW/BS and the CC upgrades. With the VC, it is a shooting unit, keep it that way. Get a Deathspitter, or TLDev to go with it. (my recs) Or go cheap and get ST. You can keep the LWBS if you really want (It is fairly cheap) But I rec the guns, and drop the BioP and +I The BS has the same range, but a much lower Str, I don't recommend it. (And it is expensive.)
You do need ES (+BS), every shooting nid that can get ES, should have it.
Also, if you can get a model to 'count as', I would go with a HT guard instead of the EC
Stealers: Anything with Rending means Toxin Sacs are an inefficient use of points. Don't take them
As mentioned, the ST mean you do 'too much damage'. You could drop the number of stealers, but I would prefer dropping the STs. EC is an option, but not one I prefer.
HGs: 8 will not do anything. I realize you don't have any more, so I would see if you can proxy the Tgants as HGs, or the HGs as tgants.
Once you have more HGs (absolute min would be 12, more like 14-20 depending on biomorphs) then the TS is a fine upgrade. As is +WS and/or +I. I don't like the +EC, just doesn't seem to do enough for the pionts.
TGants: 14 is enough, but just barely. try for 16+, even 20-24 is okay. Drop the WoN, just not worth it. Too easy to be never triggered. Too easy once triggered for them to not get back into range. Much better off with more tgants, or more of something anyway...
Lictors are a finesse model. They are not a brood of stealers. Especially with one, you need to be very careful of their target. Heavy weapon squads, transports, jet bikes, already damaged units...good. 10 man units, assault squads, powerfists, etc....bad They do things nothing else can, but they are not a god unit, so you need to be careful when employing them.
warriors: They tend to work best in broods of 5-6, 4 being a minimum really. Do not mix their weapons... it just means you will never have enough of what you want.
Take rending claws whenever you can. Even against IG, you are better with 3 rending attacks, instead of 4 non-rending. Lash whips are almost never worth it. They only affect the models in BtB, better off with more rending attacks. Especially if you have +I and get to go first.
Zoans do not need to be in a larger brood, they work exactly the same single as double/triple. Or rather, it is a direct linear situation. 2 work twice as well as 1; there is no synergy to worry about.
Almost the same with biovores. One is fine, just realize that is it only 52pts you are spending; don't expect it to take on the world. If you kill 3 marines all game, it is about even.
Carnifex:
Personally, I prefer a fast army, so a CC fex is not my style. However, there is a place for a CC fex; if that is what you want. Yours is pretty good; it is not an overpriced 'godfex'; in fact, I might boost it a bit by adding toxic miasma and RC, but get rid of implant attack; no characters are getting near you. +I is also helpful to go before pfists.
An elite CC fex plays a different role.
The idea of your CC fex is to be scary, and unpredictable. Your opponent has to deal with the uncertainty of those D6 attacks, and thus has to overcommit. "On paper" they get 3.5 attacks each turn, but your opponent can't count on that.
The EC and RC means it is harder to kill. If it gets charged, or even after pile in, you get the tail attacks
Two CC fexes will not be able to herd, they are still too slow, and it means that the target will be able to hit one at a time anyway. Better to use the CC fex as the anvil, and some stealers as the hammer. It is also great for taking objectives.
And 244 pts is a lot more than 175pts.
Last of all, if you can avoid it at all, dont' put on biomorphs to get to a higher piont total. You may be better off playing at 1000 or 1250 pts for a bit, until you get more models.
Good luck.