Well let me talk as someone who has experience will all three units.
Banshees used to be amazing for taking down
MEQ, but in sixth they kind of have taken a blow due to the
AP values attributed to
CC weapons.
Now they come with swords, so they get the pretty standard
AP 3 power weapons. This is still pretty good for taking down standard
MEQ, but termies will now rip them to shreds. You want to use banshees to hit relatively basic enemy units with a semi decent armour save (3/4+). Anything worse than that is for scorpions. Banshees are pretty good because they strike at I10 regardless of where they are, so they won't have any problem assaulting through cover.
Their main con, is they are pretty fragile. T3 4+ save hurts, especially against overwatch. Depending on how unlucky you are, they can be really effective or die before doing anything at all.
Scorpions are for badly armoured, more numerous targets. Orks,
IG, Tau, bascially anything with a 5/6+ armour save. They have str4 thanks to their chainswords, so they can reliably take on slightly tougher enemies than banshees. Infiltrating the scorpions to lead a flanking attack can be deadly if played successfully. I once had 6 scorpions flank and destroy a 10 man unit of ork lootas. Very useful. They are also tougher than banshees with a 3+ save for everyone. One con, they don't have any
AP for their weapons and they don't have fleet of foot, but that's not as important in 6th ed.
Harlequins work differently. They aren't particularly tough or strong and their save is meh (5++). Their flip belts allow you to ignore difficult terrain, which is nice, but their main strength is hitting hard and fast then moving out of combat to charge again. With a Shadowseer, they become much tougher at range, and they get plasma grenades, so he's a must have. Harlequin's kisses are rending, which means if you have enough harlies with kisses, you're going to get some nice AP1 wounds... provided you manage to wound the target first. Fusion pistols are interesting to take out characters or soften up targets, but you'll want your harlies to be in combat anyway.
As for the death jester, that's really up to you. He's more of a ranged attribute in a
CC oriented squad. Your call. I've seen mine do pretty well and pretty bad. Same for the troupe master. I would recomment getting him though because he does have extra attacks and is faster than his colleagues. At I7 (
IIRC) he can challenge minor characters and do pretty well. He can have a power weapon, its not specified which one so thats up to choice too.
Hope that helps and if you can't be bothered to read all of this... Well you shouldn't have asked.