Ultramarines would work (mainly cos they work on almost any
SM fit out) and due to the sheer about of jump packs/assault troops you have Raven Guard might not be a bad choice either. However I have to say I prefer the general buff given to your entire force by the iron hands, as there is not a single unit that will not in some way benefit from
FNP/
IWND.
As for your list, maybe take the
LC out of your 10 man
TAC and turn the 5 man unit into
DEV 2x
LC 2x
ML or
PC to give your boys a bit of covering fire? Then give the two TACs rhinos to help get them up the pitch quicker.
Assault Captain with the Vanguard is a nice idea, and with Raven Guard you would be able to start with them scout/stealth rules, double use of the jump packs (to move and assault) and rerolls on the hammer of wrath hit. Combine this with your assault squad (and maybe another if points allow) could give your opponent a brutal first turn assault phase, but more importantly would be fun to play
I would only put the Ironclad in a drop pod, so he will come first turn and you don't leave anything languishing in the reserves. The assault squads would be better served starting on the field (if Raven Guard
CT) otherwise they cannot assault the turn their pod arrives and they are left swinging in the breeze until the following turn.
The stormraven is great, but is a lot of points to leave in reserves potentially until turn 4 - maybe go for the cheaper (but no less effective) stormtalon to give you your
AA?
Also, at 1500 points I really think you need some psykers present to keep you in the game/stop your opponent having the phase all to himself. Tiggy would of course be first choice, but even just a Lv2 libby kept back with the
DEV would be better than nothing.