All three list are good. I think list 2 and 3 looks quite competitive with a little adjustment. List 1 looks fun and maybe competitive but not very confident in a full vehicle list. Even with these many buff to space marine vehicles formations, the current gaming system and meta still makes AV13/11/11 not very strong.
A few thought on the three list:
For the
IH list, consider add a lighning claw to the
CM, it offers an additional attack and the choice of attacking at inititive 5 against Sv3+ and T5 or lower. Also, consider swap the second strike force command for a Librarian Conclave it should be roughly equal in points. But it opens up awesome buffs to those tanks and your
CM deathstar.
For the
WS and
SW army, first and foremost is change all those fast attack droppods from
SW detachment into
WS detachment. You cannot start the battle in battle brother's transports anymore as per the new
FAQ. 2nd, try grab a libby with Hunter's eye to go along with one of the grav cents, in order to get rid of toe in cover with shrouding support
MC stupidness. For the
SW part, I do think you missed the most powerful part -- the
TWC. The best configuration for
SW and
WS alliance army might be the
WS bikers go for shooty, and
SW TWC do the choppy. In such sense, a Deathpack formation may be your better
SW choice than a
CAD.
The IF list, it looks good as an overwelming alpha strike army. It would be better to consider getting some supports for those strikingunits, especially try find some way tolet you reroll to hit. You might run into some poor luck situation like you pour 20 grav cannon shots into a WK, and get 13 to 15 1s and 2s

the rerolls will at least give you a second chance. Also, drop the locator beacon from the droppod, it won't work on the turn droppod come in. So it will NOT help your skyhammer assault marine deep striking. Furthermore, I don't think you need to worry about null deployment. Since you have control on which turn your hammer falls. So if you go first, you have the potential to table your opponent if he only put a few guys on table. If you go second, you can choose to come in 2nd turn, after your opponent's reserve come in.

Another thought is change those
Tac squad to scouts with bolter, go for ture "Null deployment" by infiltrate them, making an effectively "deployed second, but go first" potential. The points saved might be even able to let you take a scout biker squad with locator beacon, letting your assault squad deep strike accurately.