Also alot more expensive than a normal tactical squad (which generally only needs to leave half of its guys on the objective anyways).
I think that grey hunters in rhinos is the way to go for standard missions. They want to get to the middle, to contest objectives, and they want to be protected from ordnance. At worst, it's a mobile wall.
I agree with the general consensus that wolf guard are very good. The cyclone guy goes with GH for capture and control, or else he can be very good support for long fangs.
It seems to me Long fangs with missile launchers for the most part do what obliterators do, but cheaper, at least in the current metagame. True, they don't have lash + plasmacannon, but they take out massed AV12 vehicles and most monstrous creatures just as effectively. Hence they are just better than most other heavy choices available to space marines in general, especially backed with living lightning support from rune priests. BA can only take 4, not 5 missiles, and can't split, also, unlike in space wolves, devastators will tend to be isolated and left behind in that army. UM devs are overpriced.
Since your army has very good midranged unit, in grey hunters, you equip them with meltaguns to take out any AV13+ vehicles that may be more problematic.
The way I see it, SW are a midrange army. Opposing armies can gain superiority either in close combat, or long range. They are good in shooting, they are good in close combat, but they aren't really amazing at either. SSTH terms are ridiculously costed, leaving thunderwolf calvary (basically 2 marines bikes) or wolf lord/fenrisian wolf units. Most armies should have units that can beat both (flamers for the wolves). They're competitive, not OP. If you fight them on your terms, not theirs, you should win.