HQ
-Commander with AFP, CIB, shield generator, shield drones, drone controller, and HWMT = 150 points
Firstly, I would recommend giving your commander either a CIB or AFP, not both. The CIB works best when given to a model with a high ballistic skill, so either a shas'o or shas'el commander is ideal. An AFP however works by placing a template and scattering to see where it hits. Thus, it is no more effective when given to a commander than a normal battlesuit, and is in fact a waste of some of the commanders shooting potential, especially the shas'o.
If you wish to give your commander the CIB, make his secondary weapon either a burst cannon, which compliments the CIB nicely with its short range and high rate of fire, or a plasma rifle or fusion gun so the commander can also deal with vehicles/high toughness enemies.
The rest looks good though.
2 Battlesuits with twin-linked missile pods = 86 points
As Louis said, these fellas are missing a hard point, and crisis suits need to fill all three. If you're strapped for points, give them flamers as secondary weapons. I find its a good idea, as my anti tank suits often get cornered by infantry, and flamers can help even the odds a bit.

Possibly, take one or two fire warriors off your squads, and give the suits either gun drones or shield generators for added protection.
That said, twin missile pod suits are very effective at eliminating light vehicles and big monsters, they're a good choice.
2 Battlesuits with twin-linked plasma rifles and two shield generators = 150 points
Nothing wrong with these as far as I can see.
1 Battlesuit with twin-linked fusion blasters, shield generator, and targeting array = 73 points
A good choice, but one or two issues. Firstly, you've given this suit four pieces of wargear which is illegal, but a common misconception as targetting arrays cannot be hard wired. Secondly, like Louis said, even with the shield generator your suit will probably die the turn after he deepstrikes, as being so close to the enemy means they can usually all reach him. This works out ok though, because you can simply swap the generator for the targetting array.
10 Firewarriors with pulse rifles, Shas’la(sergeant dude), and bonding knife = 115 points
-Devilfish with smart missile system, disruption pods, = 125 points
Nothing wrong with either of these troop choices.
8 Firewarriors with pulse carbines = 80 points
Just for funnies is fair enough, and I can't say I've ever tried carbine toting warriors in this role. If they work out well I'd like to give 'em a go myself.

If not, I'd recommend a humble squad of kroot who, with their superior melee skills and potential to take more bodies can work as a much better speed bump, and can sometimes even win combats. Their longer range guns mean they can also contribute to a fire base along side the rifle armed fire warriors.
-2 Broadsides with A.S.S., Shas’vre (sergeant dude), two shield drones = 195
Again, a good solid anti tank unit.
1 Hammerhead with railgun, disruption pods, multi-tracker, decoy launchers, and burst cannons = 170 points
To be honest, the decoy launcher just isn't worth it any more with the new vehicle damage table. You already have loads of protection with the disruption pod.
Overall it looks to be a good list. Just rectify the one or two illegal purchases on the suits and you're good to go.
