Hellfury's done a good job of answering most of your questions. Just to fill in a few of the holes, one of the main reasons that the Rhino Rush is dead is because you can no longer jump out of a transport and assault in the same turn, along with the replacement of Hull Down with the Obscured Target rule (which only works half as often), and the increased chances of taking casualties when a fast-moving transport is destroyed. The armies which still use transports are the ones which can use them to unload squads with a lot of short-ranged firepower, namely Eldar (Fire Dragons, and possibly Dire Avengers under the new codex), Tau (Fire Warriors), and Sisters.
When it comes to Tau, they aren't one of the highest-tier armies in the game (those would be Iron Warriors, Godzilla-style Nids, and Marine armies that deep strike in through Drop Pods or Terminator teleportation), but they're powerful enough to do fairly well in tournies, and can sometimes upset the tougher armies. Their main strength lies in Crisis and Stealth suits, along with the Hammerhead. Broadsides are good when equipped with the Advanced Stabilization System. Kroot make excellent harassment troops, and Piranhas are nice for objective capturing, and the opportunistic shot at a tank. Fire Warriors are something of a judgement call; point for point, they're putting out the same firepower as Stealth Suits at long range, and double that within rapid fire range, but they're fairly easy to kill, and since a lot of your army will be jumping behind terrain with their jetpacks, they'll take a good bit of enemy fire, since they'll be the only visible targets. Some people load them up in Devilfish, and unload them within rapid fire range of the enemy, using their transport to block incoming assaults. They're also excellent at thinning out hordes or popping light vehicles at long range. Like I said, it's all a matter of keeping them alive and firing throughout the game, which is easier said than done, so many people don't bother with them. It's up to you, really.Sniper Drones are pretty cool in smaller games, but as point totals get higher, you'll need to fill those Heavy spots with railguns. I wouldn't bother at all with Vespids, personally; they're far too fragile and don't put out enough firepower. Pathfinders look good on paper, but they've been riddled with
FAQ rulings, and are a rather expensive unit to boot. Like Fire Warriors, they take a lot of work to keep alive, but if you keep them safe, and pair them with units which can take good advantage of their markerlights, they can do well. That's a quick summary, but I highly recommend checking out the Tactics section of this site for more ideas. Additionally, there's
http://www.advancedtautactica.com/ if you're so inclined.
Best of luck.