One thing I don't like about either list is that you have a lot of squads that are just there to unlock Razorbacks. Once those tracks get popped, they're not going to be able to contribute much to defeating your opponent. I agree units should be kept lean, but they should have enough upgrades to make them a threat. The
Tac Squads in my Lion's Blade list all get a special weapon and a sergeant with a matching combi-weapon. That gives them all a battlefield role besides sitting on an objective and hoping not to attract any attention.
So, looking at your second list, instead of buying a pair of Command Squads with 4 meltaguns, you could buy one Command Squad kitted out as you have, give meltaguns and combi-meltas to all your
Tac squads, and if I'm correct about how much the Command Squad cost you'll have 20pts left over. You could then save a pile of points by having drop pods for them instead of Razorbacks, though you might not want to go overboard on the pods, because an all-pod army only half comes in first turn, and then has a tendency to dribble in the rest of the game.
So, having some units in Razorbacks is good, but I'd shy away from spending points upgrading the weapons. That just makes you want to not move them so you can shoot those expensive weapon upgrades. If you stick with the heavy bolter turrets, you won't feel compelled to have them stand still to shoot to justify the points you invested in them, because they're free. You could then spend the points saved by keeping your tracks stock on giving second heavy weapons to your
Dev Squads, and maybe some kit for your Company Master. You could give combi-flamers to the Assault Squad sergeants too - might as well be really burny when they come out.
As for the Dreadnought, I expect you're going to have it on the table shooting, and the pod is going to come in empty. That's a solid use. That said, I'd consider either the multimelta or the twin linked heavy flamer, with the heavy flamer upgrade for his power fist, and pod him in. If you hold him back from the alpha strike, then have him drop in turn 2 or 3, you give your opponent a conundrum - a pretty significant threat just hit his backfield, and odds are his main striking force has already moved across the table. He either has to let your Dread run rampant through his backfield, or turn something around to deal with it. Throwing your opponent off his game plan is always worth some points.
I'm going to disagree with ILegion about the Company Master. If you have to take him, he might as well have some inherent worth to the army. I'm not saying go overboard on his gear, but spending some points on him does add some versatility to the army. I'd suggest arty armor and the Mace of Redemption. The Mace goes at initiative and he gets a bonus attack for having a pistol with the Mace.
The Ravenwing Attack Squadrons are solid. I'd consider
HB+Typhoon missile launcher for your Speeders. Gives them the ability to engage vehicles and
MCs with a reasonable chance of doing damage. Plus, adds 12" to their standoff range if needs be.
Here's a link to a thread where I discuss the list I recently brought to an ITC event, and how I modified it based on my experience. It's a Lion's Blade and a Ravenwing Strike Force, which is nice because it's a one-source list, and the Ravenwing Strike Force lets you take Black Knights, who are the star unit in our dex.
http://www.dakkadakka.com/dakkaforum/posts/list/0/707658.page#9032107