a few pointers to get you going down the right path.
1) the Burning Saber is totally not worth it on a Farseer. Remember you've still only got strength 3 (so 4 with the Saber), Wildfire is unreliable at best, and Soulblaze is nearly useless against most things. Also consider that the generic Witchblade is by no means a terrible weapon, fleshbane + armour bane can really come in handy. Furthemore consider that you can upgrade it for 5 points (and not lose an attack) to gain a throw attack at s9. I would stick with a Singing Spear for your Farseer and save those 25 points. Remember as well that your Farseer only has 1 base attack, and putting a 30 point special
ccw on her seems like a poor idea. Save it for an Autarch!
Ultimately I suppose if you really felt like you needed a close combat oriented Farseer, you could set up on a Jetbike (for the t4 and 3+ armour save and solid movement), the Pheonix Gem, and MAYBE a special close combat weapon like the Shard or Fire Sabe. Then roll for Death Mission. That way once you hit
cc you can death mission up, and when you die (either from Death Mission running out or just straight up getting killed, the Pheonix Gem explodes and hopefully pulls you out of it. You could also just grab the Gem for your Farseer. You'll still be acceptable in
CC with Death Mission + Witchblade and the Gem can pull you out of it, or if you don't get
DM, or you don't find yourself in
cc, the Gem can still save your Farseers life at the cost of squadmates, and generally the Farseer is a bit more important than mooks. So the Pheonix Gem isn't bad by any means.
At the end of the day though, a farseer will never be as good or consistant as an Autarch in
CC, and even Autarchs have a lot of trouble there.
As a side note, I would consider taking a Jetbike Farseer. Due to the line of sight restrictions on casting Maledictions and Blessings which form the backbone and lionshare of Eldar psychic powers, Farseers on foot are very limited. Most of the good spells cannot be cast from a transport on one hand, and on the other being on a jetbike lets them cruise about the battle field casting psychic powers where they are needed, without reguards to the difficulty of casting from a transport- especially ones without fire points!
2) I am not sold on Illic. He is pretty cool, but remember he still has to roll a 4+ to wound, the opponent still gets Look out Sir for his characters, and the shot does not ignore cover. I don't think hes worth it unless you want to abuse the Pathfinder upgrade, since precision shots are cool, but at 25 points per model I am not sure that they are worth it either.
3) Dire Avengers have a few issues. I would definietly try to find the points to grab the Shimmer Shield. It was buffed in the new book to give a straight up 5+ invulnerable save to the entire squad against shooting as well as
cc, and it only costs 5 points more than the Power Weapon + Pistol. Sure you lose an attack, but gaining that 5++ can be huge- especially against things like artillery or Heldrakes! Totally worth the few extra points and losing a single power weapon attack.
I would also pick up a Wave Serpent for them. 18 inches is NOT a very long range, even with batterfocus. Unlike Guardians, Dire Avengers do not have the luxury of a bs4 move and shoot heavy weapon platform, so are absolutely worthless until they close into range of their catapults. a Wave Serpent can give you much needed mobility to close the gap, ensure that you stay in optimal firing range (fire at a squad, then battle focus beyond 18 inches so you are out of move + rapid fire range), etc. Wave Serpents can also provide a lot of dakka on their own with a
tl scatter laser providing laser lock for either an underslung shuri cannon or the shield break
4) Definitely grab 2 Shuriken Cannons for your Jetbikes. Due to the way wound allocation works now, having a longer ranged weapon means you can park all your Shuriken Catapults within 12 inches of the absolute closest model, and still allocate those wounds out to the range of the Cannons. Gives you much more flexibility, and a bit more punch against vehicles. Also consider grabbing a Warlock for the Squad. The Primaris Battle Power lets you apply shrouding to your Jetbikes, which combines with Jink, meaning that you are rocking a 3+ cover save, and a 2+ when boosting. On a scoring unit that is TIGHT. The s9 singing spear toss is also useful for helping the squad deal with armour and enemy fire support.
5) Sadly Howling Banshees are terrible. Its a combination of things really, they used to be pretty decent in the old 4th edition codex back in 5th edition. If you absolutely must take them, at least give the exarch an Executioner. Ap2 at initiative 6 is better than nothing.
a) They used to be able to assault out of a transport that had not moved, meaning they weren't subject to at least 1 round of shooting before they could issue a charge, this made them a solid counter charge area denial unit in a mechanized list. Now that they can no longer do this, AND if a Wave Serpent gets destroyed, they still are forbidden from charging on their next turn, the fact that they are toughness 3 and in 4+ armour does not help them survive a round of shooting.
b) Power Weapons used to ignore all armour saves, and ignore
FNP, the change to 6th edition means that Banshees are relegated to fighting 3+ save units. Part of the allure of Banshees was that they could engage terminators, it used to be that you could throw down Doom Support and expect Banshees to fair reasonably well in close combat with things like Terminators, Artificer Armour, Obliterators, etc. Now they just bounce helplessly off 2+ armour.
c) The final kick to the overies was the change the new book brought to Banshee Masks. Phil decided to give the girls a -5 initiative to the enemy rule on the first round of a combat, but still neglected to give them

plasma grenades. This means that in most circumstances your Banshees are relegated to striking at the SAME TIME as any enemy who put their foot in cover, since you will both be swinging at I1.

It used to be that Banshee Masks just set the
HB's initiative at 10, and overrode cover penalties so that Plasma Grenades were not necessary. Now you've got a close combat unit which is supposed to specialize in striking fist which will almost never get a chance to do that in practice due to lacking simple Plasma Grenades. The only upside is that the Banshee Mask is now worth it on the Autarch, since it pretty much guarentees him first strike thanks to I6 and PLASMA GRENADES, and he can be pretty dangerous to most enemy
HQs with the Shard of Anaris.
Unless the Eldar
FAQ gives Banshees Plasma Grenades they are absolutely worthless, they were built to survive by cutting down elite infantry before they could swing thus mitigating thier own losses due to only having toughness 3 and 4+ armour save.
At the end of the Day Banshees went from being able to provide area denial of 6+
d6+6 from a wave serepnt, without being shot first, striking at i10 all the time, and punching elite infantry armour. NOW they will usually be forced to at least both a rapid fire and an overwatch before they can charge (6th edition transport rules), will strike simultaniously with the opponent due to lacking plasma grenades (wargear nerf), and bounce worthlessly off the elite infantry that people used to take them to deal with (since power swords were reduced to ap3, and the
FAQ disallowed Banshees from even thinking about taking Axes or Mauls). THANKS PHIL. I have 10 Banshees and you can bet that there is no reason to field them in any list attempting to be competitive.
6) Wave Serpents, Scatter Lasers are always always better than Star Cannons. Remember that most Terminators have an invulnerable save, and usually a pretty good invulnerable save. Or maybe they are in cover. In any event getting double the shots is usually more effective against these targets, and because it can
tl the rest of the serpents fire power, (the
d6+1 s7 shield burst, or an underslung shuriken cannon), running a Scatter Laser is going to be way better than a Starcannon. If you simply must take Starcannons, put them on a Falcon, where they have decent synergy with the pulse laser in that it gives you 4 ap2 shots. Also Holofields are excellent. Wave Serpents have a high base cost, being able to improve your jink from a 5+ to a 4+ just because you moved is very good. Also remember that if you obscure your Wave Serpent with Terrain, you rock out a 3+ cover save.
7) The Wraithlord is fine, but once again, I think you would be better off doubling down on Bright Lances. They can instant death things like Meganobs or Paladins, which is convenient. Make sure he has 2 flamers.
8) Finally the Wraith Knight. Remember that he can only fire 2 weapons (since he is a monsterous creature, and has no special rules to the contrary), so if you go for the stock 2 Wraith Cannons do not buy any shoulder weapons! If you go for the suncannon, consider buying a single scatter laser to twin link the big gun. If you go for Ghost Glaive + Scatter Shield, consider buying 2 shoulder weapons of your choice. But try to avoid taking weapons that you will be unable to fire. No sense wasting points right!
Anyway I hope that this helps you, some of it is conjecture, some of it is logic, some of it is experience with the previous Eldar book. Ultimately we are all trying new things now, so take this with a grain of salt. Bring death to the Monkeigh!