I just hate using internet "lists" and LOVE doing my own thing so for the last month I've just been studying the Tau codex on the bus ride home from work every single night. I've explored tons of potential combinations and have come up with extremely effective core army.
Review what the crucial pieces are to my strategy:
Crisis Suit Commander - When I first read the new codex this
HQ stood out to me, we're used to having a suit as our warlord so this piece fell very easily into my army. The # of effective configs you can load this guy out with is insane. A lot of people have been pouring over making him a support option for your army but I strongly recommend going a more traditional approach.
This model never changes for me, I keep him cheap and tough maximizing his low base cost and high base stats.
Burst Cannon
Burst Cannon
Stim-Pack
Drone Controller
This loadout leads him to a wonderful 128 cost, drone controlling giving potentially 42 points of ballistic skill for 8 points. Good deal. Burst cannons got a huge bump in the new codex costing less and getting an extra shot. They mesh well with the drones he will be joining. Stim-pack is honestly optional, I have no problem what so ever taking my 3 systems and leaving the 4rth blank. It comes down to who you're facing and what
HQ is going to be your warlord. I feel generally it's a safe bet to grab
FNP for 15 points on a 4 wound model.
Crisis Suits - Much debate over these models. People love plasma's on them but I find that they get me greedy with rapid fire and end up getting assaulted OR they end up shooting 2 strng 6 shots each at 24'' which isn't very impressive. At bs3. Never been impressed,
This will be the most controversial piece of my army for games to come but I swear by the old
Deathrain loadout,
TL MP/
MP. All day long. Each suit will come in at 57 points for 4 strng 7 shots at 36''. Two of which are
TL. Each suit has a 3+ and two wounds AND two of the shots are
TL. Did I mention
JP thrusts?
Anyone that plays a second army will realize how fantastic a tank hunter these models can become, Fusions aren't flexible enough. Try Broadsides, I beg you. You will fall back to suits instantly. Heavy is such restriction on these types of models. I will take mobility over slight defensive gains and a
SMS system anyday of the week. To me the comparison isn't even close.
I take a full squad of 3 @ 1k points and depending where I'm going two @ 1.5.
Pathfinders - These are great models, I never take them if I don't intend to fire their markerlights every single turn. I always weigh out taking firewarriors over them at 2 points less a model and with the giant targets to use markerlights in my army I find myself taking them often.
I always allocate a unit to use my lights in my army ahead of time. It's always a Hammerhead/
Deathrain squad/Riptide. They provide enough.the correct firepower vs targets with high cover saves. They are an amazing counter to popular Eldar tanks.
36'' and Heavy makes markerlights tricky to utilize on the right targets though. I always use my scout move aggresively and get them into cover. They are almost always targeted first which is fine because they are cheap.
Gun Drones - Secretly the best unit in the codex. Rocking two shots each at strng 5 pinning
TL. 18 inches, toughness 4 AND they have jetpack moves. At 14 points a model their
bs 2 may make it sound balanced but once you pair a fast attack choice with your commander you will cream your pants in dakka.

Hitting on 2's
TL with a drone controller is dirty each and every time you pick up 30+ dice hitting with a wildly high % of them.
I run a giant blob around my commander, regularly blowing away warlord squads the turn they deepstrike. Make sure to take 2 on the cheap for your warlord instead of the fast attack choice.
Riptides:
I am on the fence on this elite choice. Their weapons are such a mess. Strng 8
ap 3 blast is inefficient and gets hot? We aren't guardsmen. I enjoy the heavy burst cannon, I can deal with get's hot on an "assault" weapon but we have acess to better 5-6 strng weapons already. I always take
SMS with them. I rarely take any upgrades including drones since they are so expensive and can cause ridiculous leadership checks with
3d6 fallbacks.
What are they good for? A giant roadblock. They soak up SO much firepower it's ridiculous. I position them centrally and let me vunerable units do their work at my riptide eats all of their shots. Players need to learn to ignore these guys.
Overall they aren't crucial, but fun to use. They make their points back and are at their best when shooting at
GEQ with their bolter or
MEQ with the blast's but it's tough to make those loadout decisions ahead of time.
Hammerheads - Ugh. I love these. They are a good contestant for the best tank in the game with their trifecta of flexible firepower/high armor/cheap cost. 130 will get you a model that can hold your back ranks for an entire game and blow away tanks or troops alike. The problem I have is that I run so few vehicles that when I do take them they are targeted with all of my opponents anti-vehicle weps right away. Giving them nothing to shoot out will make their weapons inefficient, I take 0 or two always taking the blast template at the cheap 5 points. I forgo
DP now and keep them cheap.
Firewarriors - They are amazing. 9 points gets you a strng 5
bs 3 shot at 30''. It took me playing other armies to appreciate how great that deal is. Especially when you factor in all the etheral buff's they can recieve and the fireblade options.
I take them regularly allocating an extra points directly into these squads. Generally 2 at 1k. Use their rapid fire aggresively and you will be impressed at how many glances they can deliver.
Farsight - He is SO diffucult to gauge on effectiveness. He isn't as much as a monster as we'd like in combat but armourbane and ap2 do make him scary if you can support him. Which you can't because we're Tau.
4++ invul helps but 165 hurts.
The real draw is his warlord trait. Not deviating on
DP's opens up SO many options with you gun drone squad. Opening up dreads from behind to blowing away warlords all while cheerfully moving
2d6 back on the turn you
DP is awesome. Test him, it's high risk. See if you like it.
My go to list recently has been:
Warlord Farsight
Commander
BC BC Stim D. Controller
2 Gun Drones
3x XV8
TL MP/
MP
6x Firewarriors
6x Firewarriors
6xPathfinders
Riptide /w Ion
11 Gun Drones
1001
Gives you a wide array of tools to use even abl to deal with
av 14 at 1k is a nice comfort.
I suggest playing defensively until you get your reserved Drone/Commander Squad in and then go full tilt looking to hold 1 objective with both squads if the mission provides and just look to table the opponent.
Have fun, try some different things out and love the game