You don't pay extra cost for the Warlocks when you add them to the Guardian, if you paid for them already as a separate model, then that's it.
What I'd do is this:
Since you already have 2 Locks, there's no reason for the Seer to be behind babaysitting the Wraithlord. Just keep Guardians with Locks beside the Lord and he won't suffer from wraithsight. Put embolden on the Locks, it's cheaper and much more effective on Guardian Defenders, it makes them reroll any leadership tests and they'll be taking a lot of them with not that great leadership.
Wraithlord really needs two different weapons to be effective. Bright lance/
EML will work best here, I think, since he stands back and shoots. Also you have nothing that can hurt
AV 13-14 vehicles and Bright lance helps there.
I'd also put a Brightlance on at least 1 Serpent, and switch
EMLs on War Walkers to Scatterlasers. That
EML won't be hurting much with BS3 and 4 more shots for each walker is great. I use them all the time in a squadron of 3 with 6 scatterlasers and they always amaze me with their killing potential. As for Guardians, I think
EML is fine, but Scatterlasers would be better. 8 S6 shots can kill even a Rhino, and works wonders against infantry.
There's a neat trick you can use in this list...put both Guardian groups behind cover, only make the two required to man the heavy weapon visible so they can shoot. That way, your entire group gets 4+ cover saves, and still gets to shoot their long-range gun platform. That helps them in so many ways. Put Wraithlord behind cover too, if you can, because the lack of
inv save and general lack of tanks in your list(personally, I like that there's only 2 Serpents, never was a fan of mech lists) will make him a prime target for
AT weapons in your enemy's arsenal. He'll go down to Lascannons really fast if not in cover.
Put Reapers near your Guardians/Lord, close enough so that if something comes to charge them(from Deep strike or outflanking) your Wraithlord can use his flamers and Guardians can shoot them dead with their 12" Shuriken catapults. Reapers in close combat will die very fast.
Give the Autarch the power sword(get one somehow, Scorp chainsword won't help the
DA squad very much), fusion gun instead of Deathspinner(it's a really great weapon and you have no meltas otherwise in your list) and Mandiblasters instead of Banshee mask. His high initiative means he'll go first 90% of the time anyway. Put him in the Serpent with the shimmer-shield/power sword
DA Exarch, give the Exarch Defend and Bladestorm and you've just got a unit that is ridiculously hard to defeat in
CC.
Your Farseer has 3 powers and he can only use 2 per turn. Switch Runes of Witnessing for Runes of Warding. Farseer's main role, even more important than casting spells, is to keep other psykers from casting theirs. Runes of Witnessing on a leadership 10 model isn't that important. But you can leave them if you like. Drop Guide for Fortune(really, this spell on top of the Autarch with
DA's with Defend and
Inv save...you've just got the Eldar's version of terminators

) and lose Mindwar completely. You likely won't get to use it at all so it's just a waste of points.
That's all, hehe. Hope this isn't too extensive and that you can switch weapons around on your
WW, Serpents and Guardians. Good luck!
Automatically Appended Next Post: Alternatively, you can put bright lances on your Guardians as well. Having 2 of them helps with the BS3, and there's 25% chance that you'll at least immobilize Land Raider with that setup. Or you can keep
EMLs, but personally I think you have enough anti-infantry in your list with
DA's, Dark Reapers and War walkers, and firing krak missile S8 shots at vehicles is just a poor man's version of the Bright lance, albeit cheaper.