Here is my updated version:
WS:4 BS:4 S:3 T:3 W:1 I:4 A:2 LD:8 Sv:4+
Deep Strike-
Spec Ops-
May take a dedicated transport: Valk
Hot Shot Lasgun-
Range:24'' Str:4 Ap:3 Assault 2
M203: Any model armed with a HSLG may take a grenade launcher attachment (M203) for +3pts per model. If taken treat the M203 and HSLG as a combi weapon. The M203 fires like a normal IG codex GL, however when fired every M203 that fires that shooting phase must fire the same type of round.
For every five stormtroopers in the squad, you may include 0-2 special weapons. So a squad of 10 may have up to 4 special weapons added.
Cost: 13pts each
**EDIT**
This way if you take the M203, your paying as much for these guys as a marine.
Okay, just saw this thread, so I'll simply join in

As for the stats, they're fine but leave the attacks at 1. Stormtroopers already get an additional a from their gear. Maybe boost the
Ld for the sergeant to 9, as they will more often then not be engaged behind enemy lines on their own? Not necessarily needed, but... I4 seems to a highly debatable stat around here. First, I do believe that rather normal humans can actually get that fast if trained properly -> no problem fluffwise. Second, as they will see quite a lot of
cc, that extra bit of speed will help them to be on par with some of the less dedicted fighters, but still lose to real moshers out there. Third, this way they can really make use of their gear, which could otherwise be saved up to make them cheaper as they will never have the chance to use it.
Deep strike should be a fixed rule for stormtroopers, we already lost every other option for deepstrikes thanks to Cruddace.
I like the idea of the dedicated transport, there should be the choice between valks and vendettas, though, to underline the special operations status.
The Lasguns don't need S4, range 24", AP3
and assault 2. To me, this would be good enough and closer to the idea of real assault specialists: 18" Range, S4,
AP-/6 (I see no reason for power armor penetration, sorry), assaut 2 (maybe even 3, as they will have to heavily rely on their first shooting). Same statline (except range of course) for the pistols.
The auxiliary grenade launchers sound nice (one-shot-weapons, right?). It's a pity, these were given to the marines instead of the guards, but oh well...
Finally, up to four special weapons are too much goodness. Two aren't too few to suck right away, but nicely play towards the "special forces" theme, as they have the weapons for one task without overloading. Maybe it's just my "Fluffsense" tingling here, but two are enough.
For the pointcosts: do you guys have any new/ alternative spec ops in mind, as deepstrike seems to be fixed? If people like orkeosaurus feel too bad about I4 for troopers, maybe give them a specops alĂ "furious charge". Lame, I know, but it would still give them some extra punch.