Background: 1
You've covered this area completely, from the army theme to where it will be used, what you want to do with it and who you'll be fighting. You've also managed to do this with style and in a pretty short amount of space. Well done! This has been one of my favorite lists posted in the first few months of the year. The only hitch is the formatting for me; it looks like army builder and I have a hard time reading it [too much unnecessary info, like abbreviating upgrades immediately after it lists them]. Other than that, a nice read.
Composition: .5
You have a good spread of units across the FOC, but in each section the units selected are very similar. This tends towards an "Achilles heel" that may cause the army to suffer on the table, though the possibility for improved venue standings through theme might be worth the risk. The number of KPs is kept to a minimum, which is rather nice, but the scoring units are low. You may find the game becomes a matter of how well you can keep them alive rather than fighting on your terms in certain missions. Have care in this regard.
Utility: .5
The one thing I think that might serve this list well is perhaps losing one of the jetbikes from the larger squad as it doesn't affect regrouping or casualty LD tests, and investing in a possible third psychic power. Mindwar or Guide would be the obvious choices, though Eldritch Storm could have its uses. The increase in tactical options comes at the cost of a model who's absence the list probably won't feel. Aside from that, the list is pretty optimized for morale, and few unnecessary upgrades. You could improve the list by talking a little more about what you want each unit to accomplish as its primary objective. I have an idea as to how they'll work together, but I'm not certain since you didn't elaborate much.
Flexibility: .5
This is an army of elite shooting units primarily, with limited assault capabilities. As a result it has excellent role redundancy but lacks somewhat in regards to combat and numbers. A bad move will really mess this army up, whereas an enemy with more numbers may have greater room for mistakes. Additionally your mobility gets greatly compromised once you start getting bogged down in combat. With only one unit really capable of taking you out of bad assaults, it will be imperative that you don't get engaged except for on your own terms. It would be interesting to see how you address the secondary roles [combat] of your primarily shooting units [jetbikes], but there's no real discussion of that issue.
Ingenuity: .5
You have a rough and ready battle plan which could serve you well if you stick to the main premise of denial. More depth might make this go smoother in practice. Some of the synergies have been touched upon but not with enough clarity; there's a lot of things this list could do that you might not be aware of. Not much mention of your army's key vulnerability [combat] which is present in most of the units selected. Even if the enemy only assaults one of your units, it could deny you many shooting options. I give you lots of credit for your innovation with the vypers - it is both refreshing and novel. They may be over-equipped if you plan on performing such dangerous tactics with frequency.
Total score: 3
This is a solid list, which if played carefully should have a reasonable chance of success [though I have to add, I really do enjoy it, just for the madness with the vypers].