Not a bad list for a starter, but...
I'd drop the ghostplate for a soul trap, the shadowfield, in theory*, should last until your archon has done his job, the ghostplate will likely not see any light, while a soul trap has a chance to improve archon's strength,
DE's low strength is a big obstacle, because the wound table actually works. With your current setup, you can also use blaster to attempt precision shot some characters to use soul trap before charging in. Additionally, you should also consider giving him a
PGL, bit expensive, but if he goes with incubi, he needs the
PGL to allow the unit to become all-terrain. And for that reason, I'd suggest against the plan to have archon deployed with a different unit depending on opponent, because with blasterborns, the huskblade and melee upgrades are wasted, with wyches, the
PGL(if you take it) will be kinda wasted(wyches can get it cheaper), so if you do take my advices and use that setup, I'd always have the archon with the incubi... Obviously, if your group allows for count-as, just write a few lists.
Haemies are decently setup, personally, I'd say casket of flensing isn't worth the points, the short range and randomness makes it unreliable, whereas a liquifier is only a little shorter in range, but regardless of the
AP roll, you know your liquifier will do roughly the same amount of wounds on the same blob of things everytime. Also note that haemy does not have fleet, so whichever unit they're charging with will lose their fleet reroll.
Kabbies don't need sybarite nor
PGL, the only time they'll begin to worry about a
ld test is when the raider blows up, and by then, they've already become useless(smaller in number(so easy to explode an open top!), barely a save, low toughness, etc), may as well limit your losses. Also,
SC upgrade doesn't bring as much hurt as the splinter racks upgrade, though the latter is very short range, so you'd have to expect your gunboats to go in and kill... or die.
Wyches are a bit oversized if they're only meant for HWG duty, but I understand you want them to be multitask... However, note that when/if they charge a non-walker vehicle, while they're certainly destroy it, they'll also be left in the open, and with their low toughness and nonexistent save, they likely won't be there for the multitasking. Also, hekatrix needs a weapon upgrade, there is no reason to buy a hekatrix without her weapon upgrade, that's the only way to improve your wyches' killy power. Also a
PGL would be nice here if you have the spare points, not for the same reason as archon's
PGL for incubi(because they all have nades already), but the defensive nades will allow your wyches an extra cover save on overwatch, because unlike
CSM, any shot that got through the overwatch net will kill a wych, or worse, hekatrix if you didn't position them correctly.
Razorwing jet, I'd drop the
SC, and if the points have nowhere to go, I'd get it a
FF, if not, drop
NS and get
FF:
SC is a bit wasteful, as in most games, you'd only get 0-1 turn worth of shooting out of it, due to flyer's limited movement;
NS on the other hand isn't that great, as the primary anti-flyer weapon for most armies outranges your jet, but a
FF allows you to get the 5+ without going into dodge mode, allowing you to fire at full
BS the next turn, should you get the chance... But, if points can be spared,
NS +
FF will be wonderful.
Overall, I'd say
AT is a bit weak, you have 1 ravager, 1 blasterborn unit and 1 HWG unit, jet as backup
AT when needed(I think it's more suited for AI), so you gotta play carefully and make sure your
AT units do their job before they get shot down, as the other units that you have will really struggle to open any tank.
Lastly, welcome to the dark side, hope you're here to stay.
P.S. No need to list every point value,
GW doesn't like that, and we don't need that, anyone who'd care to comment on your list will have their own codex anyway.