I realized after I already closed AB that I need to knock a tact squad down to 9 so librarian can join and still get in rhino.
If you lose a
tac marine, you can't take weapons in the squad, so you don't want to do that. Pretend that marines come in '10 guys' and '5 guys' sizes, you either want an equipped squad or something cheap to hold a spot or get a razorback.
Your librarian doesn't seem all that useful - null zone is good if you plan to be close to something that relies on invulnerable saves, but you're not doing that, force dome is OK but you'll often have cover, and paying to use both just seems like a lot of points for not a lot. I'd drop epistolary to get power fists for your
tac squads, and switch force dome to avenger for a marine-killing flamer template.
The sternguard go in the land raider and get sent to wherever the enemies hammer unit is to try and shoot it from afar / assault if need be.
5 sternguard won't kill anything worth being called a hammer unit, they don't put out that kind of firepower. They can help if you bring tacticals along too, but you're really overestimating their scariness here. And 5 guys without even a power weapon are a joke charging any kind of hammer unit, I'd rather use a
tac squad for charging since they'd be better in melee on the charge (21 attacks vs 15) and would lose less firepower.
Bolters on sternguard are good, but those cheap 5 point combi-weapons still count as bolters for ammunition but give you a lot of punch. A few combi-meltas let these guys pop a tank or character really easily, and a combi-flamer is nice to thin out hordes.
I'd ditch the land raider for a rhino, beef up the sternguard to 9, and have the librarian ride with them. With the extra points I'd get the sergeant a power fist, and get a couple of combi-weapons for the sternguard. Now you've got a unit that can take some hand to hand, has really nasty shooting (avenger from librarian, special ammo, any combi-weapons) and will be much nastier in melee (powerfist, librarian, and more guys).
If you don't want to ditch the raider, I'd consider switching the rhino from a
tac squad to the sternguard and put a
tac in the land raider - there's not much I want to melee with a 5-man squad, even with a librarian.
Not sure what the best loadout for the scouts was, took 2 of each to have them snipe from afar but still be able to fend off troops that may try to assault them.
This doesn't actually work in the game, there is no such thing as 'fend off'. The shotguns just weaken the sniper fire, are incredibly unlikely to stop any unit that the scouts can't already beat in melee, and are unlikely to even get to shoot at attackers since jump packs, bikes, open topped and assault vehicles, and cavalry all get to you quickly. Try to think through an actual scenario where a unit would threaten your scouts and the two shotguns would save them, I don't think you'll find many. All sniper rifles and camo cloaks will be much better.