Lets start at the top and work our way down
HQ -
Your council is a bit small as Eyes pointed out, and the singing spears on them are not needed. Seer councils don't want to lose the extra attack in
CC by using a two handed weapon. I can go into this more if you want, but for now I'll keep things brief. Also, Doom on a seer council isn't as needed either, as the council itself wounds on 2+. Go with guide, it's more flexible, and will give your council more of an edge.
Elites -
This comes up a lot, you should probably never take more than five dragons in a squad (So good job only taking six! Better than my first lists

). Second is their transport... Dragons are a suicide unit, and they need to be cheap to best accomplish that goal. It's best to take out that bright lance, drop the spirit stones and throw those star engines out the window. Instead, keep the serpent bare, with the exception of a cannon. This frees up quite a few points, and doesn't effect the "dragon wagon" in any real way. On another note, it's a good idea to have more than one squad like this. The more you have, the more likely they to reach their target.
Troops -
Hmmm, quite a few things to change here, and quite a few points to free up too, so get ready to have a lot more things to let fly after we're done here!
Lets start with the dire avenger - Mostly good! Though I would never take the power weapon / shimmer shield combo. No matter how you slice it, avengers don't do well in
CC. Always go with more ranged weapons on them if you are going with the full ten man squad. Keep bladestorm, it's amazing. I would probably drop the star engines on that serpent. Eldar tanks can move 24" a turn anyways, the extra 12 shouldn't ever matter so long as you have positioning in mind (Which with Eldar, you need to)
Now the Guardian bikes. Excellent choice, one of the best troops we have! However, in squads of 12 they are nothing but moving death traps. Squads too big to hide anywhere, and far too expensive to make up their own cost. Drop them down to squads of 3 and then add a warlock with a singing spear and embolden. The Lock does two things, first he adds some anti tank which the squad loves. Second, he adds staying power. Since guardians only have a leadership 8, they run pretty easy, and on jetbikes when they run, boy do they run. Embolden will allow you to re roll failed leadership. It's a plus plus!
Pathfinders... I used to love these guys. I made my friends FEAR my snipers. (My friends weren't the brightest, and never tried to bring a flamer to them though
lol ) However, they eat up points, and there are better places to put the points. Don't bring a standing unit to a mobile army, it will die.
Fast Attack -
Vypers aren't my favorite, they die easy. That being said, I don't know how they run really all that well as I don't use them, but I can comment on those star cannons. Star cannons are sadly, probably the worst item you can take. On paper, they look good. Wound marines on 2+, pierce terminator armor. it's great! And you get two shots! Sign me up! But wait...
BS 3 means half my shots will miss? and 4+ cover saves... I don't like those odds.
In short, if you must take the vypers, I'd suggest scatter lasers. They cost half as much, shoot twice as much. They don't pierce armor, but the volume of fire makes up for it.
Heavy Support -
I <3 Prisms, and must say they do their jobs. My only suggestion there is switch one for a night spinner. 2x prisms and 1x nightspinner will put the pressure on your opponents.
That's my advice, take it as you will.