Looks like a good list overall but I see a few things you could improve
1) You're best off topping up your sternguard and making it a 10 man squad. There are a number of reasons for doing this, but the main one being that you can then combat squad upon the drop to hit 2 separate units if you have to. Remember, for the time being, Vanilla drop pods can carry 12 models, so no worries about space with Vulkan and a second character in the pod. If you combat squad on the drop do it by weapon type. You can then have anti-tank/anti infantry, and can play a variety of nasty tricks incuding popping an expensive transport and then flaming the contents with the second squad.
2) Weapon load-out of Sternguard should use the Vulkan buff to the max. I'd suggest going 5combi-melta/5combi-flamer, and stay away from the dedicated flamer/Hvy Flamer/Meltas as you don't want to lose access to your special ammo, a premium that is build into the units' cost. Plus, you already have the heavy flamer on Vulkan, so no worries. In that vein, I'd drop the claws too, you don't need them. You want to keep your sterns as far away from close combat as you can, they are a shooting unit through and through and you don't want to lose any of your special ammo fire. Besides, the sgt in the squad will most likely wind up taking any character challenges to preserve the squad or Vulkan if he is present. That way any special weapons on the character in the opposing squad can only cut down the sgt, while Vulcan proceeds to decimate the opposing squad with his power weapon attacks. Even if Vulkan is not there, your Sgt should still make a challange to any opposing characters with special
CC weapons (an thus will likely die in the first round, often times before even getting to swing) to preserve his unit. Give the sgt a combi-wep and melta bombs, and if you must a power wep, but remember he is there for shooting and sacrifice, not
CC.
3) I'd drop the
MOTF, perhaps in favor of a librarian with some combination of Gate of Infinity, Null Zone, and Force Dome. The main advantage of the
MOTF is to allow you to take more Dreadnoughts, and to move them to
HS, but since you're only taking 2 of them he really isn't necessary. You still have 2 elite spots open, so no worries there, and besides giving you some extra weaponry with the servo harness he really doesn't do all that much for you. He is very unlikely to be close or lucky enough to repair the ironclads, and he certainly dosn't need the power sword with the harness.
4) If playing friendly games I would highly suggest seeing if you can try out a Lucius Pattern Drop Pod (Forge World, Rules in
IA Apoc 2nd Ed) for the dreads. If you can try them by proxy using a regular drop pod, or if you have the money shell out and order the resin from
FW. These guys will cost you an extra 30pts a piece (65pts per pod) but will allow your ironclads to assault the turn they arrive, maximizing their impact. In addition, with careful placement, you can ensure that the resulting close combats screen your sternguard to keep them from being blasted off the board in your opponents following shooting phase (he can't shoot through an active melee).
5) I'm assuming you meant Autocannon on the pred, as only the
BA get the assault cannon Baal version. This is basically an anti-infantry unit, but with the amount of small arms fire from both the sterns and tactical squads, you don't really need this. You could use some long range fire power for popping high armour units that the Sterns can't get to right away, so if you do keep it I'd suggest upgrading the sponsons to the lascannons. The other problem you have is that this unit will be almost alone on your side of the board aside from the
ML tac squad, and will be the target of choice for any of your opponents long range high strength weaponry, especially if you invest in the Lucius pods. Just something to keep in mind, it might be worth dropping this to spend on points elsewhere. If you rally want more anti-infantry, I'd suggest a
TFC, as it will give you a free techmarine and better options overall.
6) The melta bikes are a great anti-armour solution, however, they are better off as single units that you can zoom around to hit multiple targets, and to split up enemy fire through target saturation. They are not the best
AA as any shots taken will not have skyfire so will need a 6 to hit. They can be a great distraction unit, and are very fast, but I tend to prefer Land Speeders for this role as they can have twice the weaponry for a small increase in points. A duel
MM/
MM speeder will cost you 70pts, but its pretty much a guaranteed fire and forget tank killer, and almost certain to get its points back, especially so with the Vulkan buff. I'd go with two of the land speeders for 140pts, and drop the bikes as it will complement the speed and mobility of your army a bit better and will avoid any problems from dangerous terrain.
7)
AA is seriously lacking in this list, though the inherent vulnerability of that is up to your local meta. However, since you mentioned flyers when speaking of the bikes I figured I'd address it. I would look at changing up your home objective camper unit, and swapping them out for a scout sniper squad upgraded with Sgt Telion. Then, put them behind an
ADL with an Icarus lascannon. With Telion, you no longer need to buy them cloaks as he automatically gives stealth in 6th, and he gives you the ability to fire your Lascannon at BS6. In addition he has precision shot placment at all times, so if no fliers or tanks present themselves he can proceed to merrily snipe out special characters and weapons that might be a threat. Total cost for the unit should be about 220pts or so, assuming you take a 5 man squad with a special weapon, and is very versatile and surprisingly survivable behind the
ADL. Plus, if you keep the pred, you can always form a square with the
ADL and place it inside with the squad to give it cover / hull down from all directions
8) For the Tactical squads I would suggest either melta bombs on the Sgt in case they have to assault a vehicle or
MC and/or a combi-weapon to suit the combat role of the squad. a Combi-flamer can be used in conjunction with the squad flamer for wall of flame protection vs assault, and a combi-melta can give you another shot at cracking open a critical target in case the
MM misses or has moved and can only snap fire. And, due to Vulkan's buff, they are synergistic with the rest of the army.
9) One option you might want to look at as well is a Contemptor Dreadnought. Again this is a Forge World unit, so take this advice with a grain of salt and check with your
FLGS crew to make sure they're ok with it. Like the ironclads, these guys are AR 13 on the front, but they also have an invulnerable save, and special upgrade weapons not available to normal dreadnoughts. My personal favorite is a Contemptor Mortis with Twin Kheres Assault cannons and a
CML in a Drop Pod. He will compliment the firepower of the sterns nicely, provide
AA for that half of the board, and is very survivable. However, you can also go with a twin
CCW version with flamers for around the same point cost of the iron clad, but getter a nicer looking model and an invulnerable save
Overall, I'd say that drop pod armies are a blast to play and very effective, and really showcase the precision strike capability of the Space Marines, and are very fluffy to boot. I've played them since the end of 2nd ed and have always had at least one
SM army around to play pick up games with or to loan out to new players looking to learn the game. Plus, if you find that you don't wind up liking them, with the new codex on the horizon they should be easy to sell to recover your investment. Check ebay or the trade forum, and you can pick up copious amounts of power armored bodies for a song if you're looking to keep prices down. I wish you the best of luck!
Hope that helps,