so... there are few things here I have to say about stealth suits.
First off they are a utility unit. They are not meant to put out the punishment the other units in the slot put out... they also should be used for a very specific reason. To help get your outflanking models where you want them.
There is a piece of wargear the stealth suits have in them that other suits don't (stealth field genereators) and their is a piece of wargear they have access to that they have the best way to get it where you want it... the positional relay.
Now crisis teams and riptides can both buy this wargear... but they don't infiltrate. This means that the stealth suits can infiltrate behind enemy lines, within 6 inches of their board edge and allows you to bring in units from behind them. In this current edition of the game... bringing on 20-60 kroot from behind is HUGE. You're opponent who wants to close on you has to deal with the kroot (or the stealth suits on turn 1), meaning they have to turn away from the rest of your force.
The stealth suit with their stealth field generator will be very tough to dislodge since they will have a 2+ coversave if you put them in area terrain making this small 95 point unit a must target first turn... PLUS... you only need to be within 6 inches of the back edge... meaning your stealth suits make your opponent spread out instead of being concentrated...
You could do the same thing with crisis suits... but... you have to start on your board max distance out, move 6, run, then hope for a big jet pack assault phase move... meaning you wasted a turn of shooting... or the kroot won't make it on AND its a bigger investment. this will only really work well on vangaurd deployment and not at all on hammer and anvil or dawn of warm.
You could do the same thing with a riptide... but... you have to start on the board, NOVA charge for the 4d6inch assault move, and RUN in the shooting phase (unless this is done during vanguard in which case you can still shoot and most likely make it). This will only not work on hammer and anvil.
But the stealth suits will work on EVERY deployment type. After they do their job and get the kroot where you want them THEN they go about shooting things up.
Your opponent brought all mech you say? In this edition? Well... I guess the time has come to keep them in YOUR deployment zone, and then use their positional relay to control which side of the board they outflank from (if you want)
So yea... in short if you want to run stealth suits, there are a few lists you can Build to specifically allow them to do cool things as a utility unit.
If you want them to be a damage unit... don't look here... they can't outperform the crisis suits, firewarrior teams, riptides, or even kroot on a point for point basis... what they do allow you more than these other units however is to have board control.
A list I would possibly try this out with at 1850 (assuming NOVA as the standard points tourny)
HQ Commander with, CnC node, drone controller, vectored retros, multispectrum, neuroweb (goes with crisis marker/drone markers)
HQ Commander with puretide, iridium armor, two missile pod (goes with Broad sides)
HQ Bodyguard, 2 crisis, 2 missilepods each, target locks, 4 marker drones
Elite 1 riptide with Early warning/Ion/SMS
Elite 1 riptide with Early warning/Ion/SMS
Elite 3 stealth suits, positional relay
Troops 6 firewarriors in a devil fish with smart missiles
Troops 20 kroot
Troops 20 kroot
Troops 20 kroot
Heavy 3 broadsides with high yeild missile pods and SMS, all 3 with target locks, 6 missile drones
Heavy Skyray with SMS and BSF
The firewarriors in devil fish stay in your deployment, the fish is there to make them last longer, and give cover to crisis team turn 1