Ok, I think we need to make a few tweeks:
Firstly, you can't take an Interrogator Chaplain in a Demi-Company, so we'll have to knock him down to a Chaplain.
Next, we don't have any free Fast Attack slots to have the Drop Pod as a non-dedicated vehicle, so we're going to have to bite the bullet and assign it to a unit. The three options being the Assault Squad (why drop pod one flamer when you can drop pod two?), the Melta
Tac Squad (with only a single shot, this will not be reliable to take out a tank) or the Devastator Squad (this is the most effective choice - the Grav can still be used at the fewer number of shots the turn they disembark, and will delete pretty much any unit with a half-decent armour save on turn 1). I've given it to the Assault Squad in my example below as I don't class Grav-Cannons-in-a-Drop-Pod as "friendly".
Next up, we can upgrade one of the Black Knights units into a
RW Command Squad. Combining the points saved from the Int.Chap. downgrade, and from dropping Shroud of Heroes, we can make one BK into an Apothecary.
Battle Demi-Company
Chaplain - Bike
Tactical Squad (5) - Flamer
Razorback - TL Heavybolter
Tactical Squad (5) - Flamer
Tactical Squad (5) - Meltagun
Assault Squad (5) - 2x Flamer
Drop Pod
Devastator Squad (5) - 4x Grav-cannon w/ Grav-amp
Ravenwing Strike Force
Sammael
Ravenwing Command Squad (6) - Apothecary.
Ravenwing Black Knights (6 including Huntmaster)
Ravenwing Darkshroud
Now, a note on the Grav
Devs - they are going to attract fire like there's no next Wednesday, and with no ablative wounds (i.e. extra squad members) each casualty is going to hurt (in both points cost and firepower). So something to consider is to take one or two of the cannons out of the unit, and use the points either on more transports (a drop pod and combi-melta for the melta tacs perhaps) or simply putting them into the tactical squads (instead of the special weapon).
Another thing to ponder is the chronic lack of anti-tank - anything that can survive plasma talons is going to give you problems.