Doctrines:
Drop Troops
Iron Discipline
Close Order Drill
Veterans
Special Weapon Squads
Your doctrines are perfect for a drop troop list.
HQ:
Command Platoon:
Junior Officer w/ Honorifica, Iron Discipline, Laspistol, CCW
Veteran w/ Standard
To get a few extra points, you could drop the HI from you junior officer. Flag + HI is nice, but HI will only change the results of the roll (exactly) 1/72 times you take a leadership test (assuming you command squad is using close order drill). Either way this is a solid HQ, doing its job (as a leadership bubble), and not trying to a job its not meant for (shooting/close combat).
Special Weapons Team:
1 Guardsman w/ Demo Charge
2 Guardsmen w/ Flamers
Drop Troops
Special Weapons Team:
1 Guardsman w/ Demo Charge
2 Guardsmen w/ Flamers
Drop Troops
Elites
5 Hardened Veterans:
3 Guardsmen w/ Plasma Guns
Drop Troops
5 Hardened Veterans:
3 Guardsmen w/ Plasma Guns
Drop Troops
5 Hardened Veterans:
3 Guardsmen w/ Plasma Guns
Drop Troops
This is good, using the special weapons teams for anti infantry drops, and the vet squads for anti tank/heavy infantry is a good idea; especially since giving template weapons to bs 3 drop troops, and normal shooty weapons to bs 4 drop troops just makes sense.
Troops
Infantry Platoon 1:
Command Squad:
2 Guardsmen w/ Meltaguns
Junior Officer w/ Laspistol, CCW
Drop Troops
Infantry Squad
1 Guardsmen w/ Missile Launcher
1 Guardsmen w/ Plasma Gun
Infantry Squad
1 Guardsmen w/ Missile Launcher
1 Guardsmen w/ Plasma Gun
Infantry Squad
1 Guardsmen w/ Missile Launcher
1 Guardsmen w/ Plasma Gun
5 Remnants:
1 Remnant w/ Meltagun
Drop Troops
Infantry Platoon 2:
Command Squad:
2 Guardsmen w/ Meltaguns
Junior Officer w/ Laspistol, CCW
Drop Troops
Infantry Squad
1 Guardsmen w/ Lascannon
1 Guardsmen w/ Plasma Gun
Infantry Squad
1 Guardsmen w/ Missile Launcher
1 Guardsmen w/ Plasma Gun
Infantry Squad
1 Guardsmen w/ Missile Launcher
1 Guardsmen w/ Plasma Gun
5 Remnants:
1 Remnant w/ Meltagun
Drop Troops
Infantry Platoon 3:
Command Squad:
2 Guardsmen w/ Meltaguns
Junior Officer w/ Laspistol, CCW
Drop Troops
Infantry Squad
1 Guardsmen w/ Lascannon
1 Guardsmen w/ Plasma Gun
Infantry Squad
1 Guardsmen w/ Lascannon
1 Guardsmen w/ Plasma Gun
Infantry Squad
1 Guardsmen w/ Lascannon
1 Guardsmen w/ Plasma Gun
This is where I think your list falls apart. First off addressing command HQs, although it is possible to fit 9 squads into a 24” diameter bubble, you are severely limiting you armies deployment capabilities by doing so. With 9 squads of infantry, you should reserve two of your 3 infantry command squads for moral (3 command squads for moral in total; 2 platoon command squads and 1 regimental command squad), and then give the 3rd platoon command squad 4x flamers. (this will give you 3 anti tank/heavy drop squads, and 3 anti light infantry drop squads [a good balance]).
Next replace your missile launchers with auto cannons. The auto cannon has the same range and price as the missile launcher, it also has the same damage ratio against armor 13 as a missile launcher, and performs better then the missile launcher against armor 12-10 (which is the anti tank your going to use auto cannons/missile launchers for anyways). On top of that (say you are fighting a space marine army) auto cannons and missile launchers/lascannons all do the same amount of damage against space marines in 5+ cover, and auto cannons do more damage then missile launchers/lascannons against space marines in 4+ cover. (the key is to use your auto cannons to take out space marines in cover, and to use your lascannons to take out the ones in the open.) Or say you are fighting another IG list, your autocannons do better against basic IG infantry/chimeras then the missile launcher, while your lascannons take out the heavy tanks (some thing missile launchers would be completely useless for.)
Another easily fixed problem are your remnants squads. 5 guardsmen dropping with one melta gun isn’t going to do anything (at least nothing remotely close the 40 pts. you are paying for them. And on top of that you already have 6 deepstriking squads which is more then enough. (especially if you are playing a mission that does not allow deepstrike). Instead of taking the two remnants squads, take them out, and using the points you saved from changing two of you command squads from 60 pts to 45 pts (JO w/ ID 4 x lasgun) buy another Lascannon + Plasma Gun infantry squad.
Your list would look like this,
Doctrines:
Drop Troops
Iron Discipline
Close Order Drill
Veterans
Special Weapon Squads HQ:
Command Platoon: 81 pts
JO w/HI + ID Vet w/ flag (close order drill/drop troops implied for all infantry squads)
Special Weapon Squads: 63 pts
2x flamer
1x demo charge
Special Weapon Squads: 63 pts
2x flamer
1x demo charge
Elites:
Vet Squad: 76 pts
3x plasma gun + sergeant w/ bolter
Vet Squad: 76 pts
3x plasma gun + sergeant w/ bolter
Vet Squad: 85 pts
3x plasma gun + sergeant w/ plasma pistol
Troops:
Infantry Platoon 1
Command squad: 45 pts
JO w/ ID
2x lascannon + plasma gun squads: 95 pts ea
2x autocannon + plasma gun squads: 85 pts ea
Infantry Platoon 2
Command squad: 45 pts
JO w/ ID
2x lascannon + plasma gun squads: 95 pts ea
2x autocannon + plasma gun squads: 85 pts ea
Infantry Platoon 3
Command Squad: 65 pts
4x flamers + JO w/ bolter
1x lascannon + plasma gun squad: 95 pts
1x autocannon + plasma gun squad: 85 pts
Total: 1499 pts
(I gave the plasma pistol and the bolters to the vets, and the bolter to the deepstriking JO, because there were extra points)