Hey man, the list seemed somewhat similar to one that was posted recently and I'll tell you that people in a lot of communities will hate on the Banshees but I still think they're good if used properly (especially if you play MEQ or ShootyCrons frequently) and have good support but I would not suggest sending Eldrad with them for a few reasons. #1 if you're going to have him go in with the Banshees he is NOT fleet, which will hold back the whole squad and if he can hit the an enemy, the whole enemy squad can hit him. If you are in a situation where you can shoot he can be really good because of his ability to fortune the squad, doom the enemy, and then Eldritch Storm/MindWar (or sometimes I'll fortune the squad AND the vehicle while it's still in transport (and moving flat out to ensure that it doesn't go down and if it does then the squad is durable) as well as guide a fire support squad. BUT by having him with the Banshees and not having any other psykers, you leave the Wraithlords and Avatar vulnerable. I personally much prefer War Walkers over the Wraithlord, for 5 more points you can replace your Wraithlord with 3 War Walkers that will pump out 24 Scatter Laser shots (and one use of guide makes them ALL re-rollable) Or 6 EML and against an army that isn't MEQ you can lay down 6 blasts and negate their 4+ armor or against get in 6 Krak Missiles in to crush a predator or a squad that isn't in cover. That and a Falcon (with 5 dire avengers inside to make a cheap scoring unit) that can house Eldrad and guide both squads can lay down tons of fire power (I have out shot Tau with this as the core before).
But that is going down a completely different avenue than you seem to want to go.
If I were doing a melee/DA heavy army I would immediately cut out the Pathfinders. Their guns aren't that good and they are very good objective holders with their 2+ cover, but there are too many quick Melee units in the game for me to feel comfortable relying on that. In all the games I've played since starting back up Rangers/Pathfinders have done a really good job of holding an objective for 1-3 rounds, but once an enemy wants to take them out, they will. So I would suggest no more than 6 if you must keep them.
So if you want to stay with a very similar list I would suggest
eldrad 210
avatar 155
elites
10 howling banshees exarch with executioner and War Shout 187
wave serpent TL Shuriken Cannon + Spirit Stones 110
troops
2* 10 dire avengers exarch dual shuriken catapults bladestorm 290
10 dire avengers exarch pw shimmer shield defend 145
Wave serpent TL Shuriken cannon + spirit stones 110
5 rangers 95
heavy support
2 wraithlords 2 flamers bright lance eml 310
nightspinner 115
The above is what you have, currently at 1613 and you have all HQ and Heavy Support full. I would suggest adding on a squad of Guardians with a spiritseer with Conceal and Eldar Missile Launcher (136) Which will put you at 1750 (Not an uncommon tournament points limit) Adding the Guardians adds in a mobile Wraithsight buffer who can stand between the two Wraithlords and let them be up to 24" apart and giving the Guardians a flexible EML that can be fired at squads with the blast if the guardians get within range of their 12" guns. I rarely use Defender Guardians and this is one of the only situations I would use them and I believe that for their points cost they will be effective. Always having at least a 5+ Cover save gives them something resembling a chance to survive some fire. If you can find a way to clear up 2 points (Drop one shooty Dire Avenger, upgrade the Tarpit DA's Wave Serpent up to having EML will do it) and you can give the Warlock a Singing Spirit for a better shooting weapon within 12", or if an enemy vehicle closes in than the squad has 2 anti tank weapons!
However the AntiTank will be kind of light and you'll have to rely heavily on those Wraithlords, if you're willing to change your list around I'd start at swapping out your entire Heavy Support by getting 2 Fire Prisms and a squad of 3 War Walkers with EMLs which would only be a 15 point increase and largely increase your AntiTank, antiMC, and vastly increase versatility