I like it.
I'd keep Anrakyr around though, his tactical options are amazing. Chances are, the one Tachyon Arrow shot will do something nice for you, and the Mind-in-the-Machine rule is swanky.
It's possible for Anrakyr to, by himself, destroy 3 vehicles in a turn.
1) Sweep over a Rhino, munch it, disembark. Mind-in-the-Machine a dreadnaught or something, use it to kill something. Assault a vehicle or unit (remember, you're furious charge!)
on Turn one, if you don't need to turbo boost to get your cover save, you can:
1) Move 6", shoot your guass or tesla from your barge.
2) Mind-in-the-machine something, if you've got range
3) Tachyon Arrow.
He really does have some amazing ability. I guess my main issue isn't really with the mind in the machine power but instead the
Tac Arrow and Eternals. I don't particularly think the
Tac Arrow is that great. It's decent but the single special weapon shots always seem to miss for me.

As for the Eternals, I don't find the bonus particularly worthwhile.
Tesla Immortals *are great*, but if you're going to run 4 units, it might be worth mixing it up a bit, but that's just my personal taste. S5 AP4 is a nice ace to have up your sleeve, especially if the unit's just camping an objective anyway.
Not a huge fan of the Gauss. I have min Warriors to hide in reserve and grab backfield objectives. The Immortals need to advance and clean up the mess that the Scarabs and Wraiths leave behind. Plus, Tesla weapons are about as good versus
AV 10 and 11.
One thing i like to do is run a Cryptek of Destruction with a Gaze of Flame to go with the Eternals, just to add defensive grenades to that counter-assault unit.
This isn't a bad idea. I just don't have the points. I'd drop a particle caster on the Wraiths, but that only gives me 8 to work with. I don't know that they really ever want to be in assault anyway. Charging them is probably only a last resort as it.
Thanks for the reply and input!