Hmm, at 1000pts you really have to be carefuly about how much you invest in "support" and how much you invest in "killiness". What this means is that you have to try anhd strike the balance between number of markerlights and number of units (read guns) to take advantage of them. Too many markerlights and you won't have enough guns to capitalise!
It doesn't quite work the other way around though, as too many guns and you still get yourself lots of guns! hehe!
At low points limits like this, you probably want to have more emphasis on guns than on markerlights. Still, as you are expressing a keen interest in building a markerlight network lets look to see how we can make this as workable as possible.
HQ
XV8 Fireknife Shas'O - 132
Missile pod , plasma rifle and shield generator, and hard-wired multi-tracker
This unit is much more expensive than it could be. Mostly I'm a fan of strong characters, whether they're points-effective or not. In choosing between 'el and 'O, the extra BS was a big factor.
Role: all-round support from the rear.
I don't particularly like expensive characters... 132 points can get you a lot of guns after all... and when considering a markerlight network the guns are whatr you need to take advantage of the lights... For only a few points more, you COULD take a fireknife commander and a bodyguard suit (a cheap one like a Deathrain for instance). The bodyguard not only provides firepower, but effectively acts as ablative wounds for the comander! hehe!
Alternatively, you could consider taking a unit of gun drones as a fast attack, and then join the commander - can be risky, but is also lots of fun... and importantly, it gives you a big UNIT to take advantage of markerlight hits.
ELITES
XV8 Cloudburst Shas'vre - 72
Twin-linked burst cannon, AFP, hard-wired multi-tracker
Another slightly cool-factor-induced choice, but good for crowd control.
Role: horde suppression.
although way off the cuff i must say i do quite like this suit! yes, it does have a degree of cool factor, and i would say that he is kitted out pretty well. as you HAVE to have a shas'vre for the AFP, you might as well make use of the other bonuses, such as using HW kit. Well done.
You could also consider swapping the twin bursts for a burst and a flamer... TRUE horde control! and the choice of 2 out of your three weapons each turn.
XV8 Soulburn Shas'ui - 69
Team leader with plasma rifle, flamer, targeting array and hard-wired multi-tracker
This was originally a Fireknife when my 'O was a Deathrain. When I finally decided that the TL MP wasn't worth it (especially with the high BS of the 'O), I realised I now had two Fireknives, and didn't want that. Looking at the Crisis parts I had left over, I was going to go with TL PRs, but only have one left over . So we're left with somewhat a confused configuration. Fusion blaster is a possibility - I don't like the idea of the suicide Sunforge, but I might go with that in the end.
Role: close support for Fire Warriors?
This suit is definatley less successful... for a number of reasons. firstly, you are right, the weapon combi isnt great (especially as the target array is a waste on the flamer, and also because the flamer and plasma arent well suited). You might well be better served with a plasma-fusion, or a plasma-burst. (probably fusion for anti tank help).
My main concern though, is the Targeting array. With all those markerlights, i'd hope that you could do without it completely, if you need better BS, then make use of those lights!
Stealth team - 90
3x Shas'ui
3 of them is all I've got!
Role: infiltrate and pester enemy advances.
its a shame you only have three... still, as they are they can form a pretty good annoyance unit. when used in larger squads (5-6) they become monsters as they can all take advantage of markerlight hits making giving them tons of quality shots.
TROOPS
Fire Warrior team - 120
8x with pulse rifles, Shas'ui with marker drone
Two identical squads of 8 seems a solid core, though I'd like to expand on them. Another box or two of FWs should round out my troops section in the long run - I'd like to have two big squads with marker drones, eventually. Anyway, focusing on the present: I'll probably keep the FW squads stationary to make use of the marker drones.
Role: firebase, markerlighting.
Fire Warrior team - 120
8x with pulse rifles, Shas'ui with marker drone
hmm... tough one here. I think again you are missing a slight trick. markerlights are best used by large squads. that way the one hit, can (for eg) increase the BS of more models... improving a greater number of shots. by using smaller units you are actually making the markerlights less effective. I would suggest that, because you have markerlights elsewhere, you should probably look to dropping these ones - and packing out the units a little more, or divert points to other options.
Fire Warrior team - 70
6x with pulse carbines, Shas'ui
This is an odd squad, existing mostly because I dearly love pulse carbines. I envision it acting as close-ranged support for the other two squads, or advancing towards the enemy to make use of their shorter-ranged weapons. Another option is to use them as counts-as Pathfinders, though that means taking another Devilfish .
Role: 'assault' and close support for other FW squads.
This is an interesting unit. good for close support of other elements, and as a speed bump against fast enemy assaulters.
You may also want to consider a unit of kroot.
FAST ATTACK
Pathfinder team - 162
6x, Shas'ui, Devilfish
The main concentration of markerlights in the force.
Role: markerlights.
nice and simple, but a good way of getting markerlights on the board - because of this unit, i'd definatley recommend dropping those marker drones. these guys should provide you with all your markerlighting needs. the rest of your units should be geared to take advantage of the hits and destroy one unit each turn.
I would again second the point that a unit of kroot could be useful. a unit of ten is quite cheap, but they can jump into the devilfish and do kroot of fury attacks! the biggest arguement against kroot for this force is that they can't use markerlights themselves.
HEAVY SUPPORT
Sky Ray - 150
Smart missile system, disruption pods
Again, I love the Sky Ray. The SMS is there to give it some additional firepower while keeping out of sight. The disruption pods should make it quite tough, and are partly there to make the vehicle cost an even 150 - the same as the Hammerhead config I might sub in.
Role: fire support.
I love them too! but don't forget the target array here - as hitting on 3+ is much better than hitting on 4+!!!
my main concern is that you are putting too many markerlights in and do not have enough of the right type of unit to really capitalise on them. The pathfidners and sky ray should be more than enough of a markerlight network at 1000pts... its probably enough markerlights for your full force!
If you keep BOTH of those markerlight support units then the rest of your army needs to be ruthlessly picked to make use of those lights as best as they can.
you want lots of shots... LOTS... and you want to try and avoid really small units (and individual XV8s, as its a less effective use of the lights.
A lot to think about...