I go a bit overkill on my commanders

, but I haven't once regretted it - the amount of tanking they can do without dying has often saved the crisis team they were attached to (and wasted 2 shooting phases worth of my opponents heavy weapons).
At 1500 pts and up this is one of my go-to loudouts:
187 pts - commander: 2x plasma rifle, shield generator, stimulant injector, iridum armour, onager gauntlet, neuroweb jammer
This gives your opponent something to worry about since it is very hard to deal with the commander and his crisis team. You have a unit loaded with plasma rifles that can also
JSJ to add 6" to their range and escape with decent jetpack roles. If the squad does get caught in the open then you have a T5, W4, 2+/4++
FnP suit to absorb hits that only a few ranged weapons in the game can
ID. Your opponent will also think twice about charging this unit as well. Overwatch will hurt, the suits all have 2
str 5 attacks (commander has 4), and if the commander is challenged then he has his
str 10 ap1 onager gauntlet to instantly kill most generic sergeants/
HQs.
My farsight enclave uses commander bravestorm - he's basically uses the same equipment, but swaps a flamer for 1 plasma rifle and you pay for 2 gun drones.
I'd drop the bonding knives and you can upgrade your commander to the one listed above.