You have the right idea.
As good as GKs are at taking on anything with every unit, GK Infantry Squads ideally want to be shooting at Infantry targets because of the Storm Bolters. Having those dedicated transport busters to target armor first can save up all those storm bolter shots so you can engage those most optimal targets.
That being said, I rate Psybolts very high on Strike Squads. It's an efficient upgrade on a 10 man squad, as 8 of them will receive the benefits. It will give you the capability to engage up to AV11 at full effectiveness, as Storm Bolters will gain the ability to affect that (It upgrades your engagement continuum from just AV10 paper planes and side/rear to the ever popular Razorback/Rhino). The extra Strength also helps a lot with your damage output against infantry targets, and every little bit of extra damage dealt at range helps tremendously.
Removing the Banner from the terminators and the Typhoon would have been able to give you psybolts for both strike squads, but it seems you are unwilling to do so. I suppose it's alright, since the bolters will still do their jobs without psybolts, but the difference is very noticable to me when I use it/leave it.
Generally, with a GK only list, you want to have the Water style in mind, as that's what the Marine side of the house does best. In 6th, that means being able to get all of your knights to either deep strike or to shunt into position (or fly, that works too). Note that this does not mean you have to do so every game, just that it's generally helpful to be able to have the option to do so, as it gives you the power to decide who you will hit and where the battle will take place (essential to making a Water army work).
This is why I think 6th edition has made pure GKs a pipe dream, as the 50% reserves thing kills Null Deployment as an option. If you want to have a lot of GKs and do the whole water thing while not throwing all your points into mobility, Henchmen basically become a requirement to make it happen. They make fulfillment of the 50% requirement very easy, as the Inquisitor, Retinue, and Mortis Dreads allows up to 5 units to go into reserves. Otherwise, you're stuck with a lot of dead weight, as GKs are usually limited to 24" range and thus can not concentrate firepower very well when split up.