Okay...well sorry if the rush, but there was a reason for it. My dad and I were going to hit a store to acquire what we needed, and we already did..so I'm kinda commited except proxying a few things. I'm not sure how well people will take the chaplian cassius proxied the captain.Whoah there, cowboy. Not all of us can go through every thread every day. Be patient, we like to help, just give us to the time to do so.
In regards to your list:
Your land raider (and termies) are the keystone strategy to your entire list. You have to decide if you want to stick with this or not. In 1500 points, it's taking up a huge portion of your overall army cost, and if it gets blown up my a first turn alpha strike (like, say, a dread in a drop pod), you're going to lose a lot of your momentum right out of the gate.
Which is not to say that you can't run a land raider with termies in a 1500 point list, but you have to commit to it and say: "This is the unit my army is centered around. I understand that it can be a one trick pony and losing it too early loses me the game." If that is the direction you want to go, that's no problem. Sometimes it will work for you, sometimes it won't. If you're sticking with it, I'd recommend two things: choose a different land raider (probably crusader over redeemer) and pick up assault termies. The land raider's primary role in the army is as an assault unit delivery system. The tank/shooter aspect of it is secondary. The crusader tends to be the best at this because of the extra capacity. Plus, I like the guns the best on it once you bolt a multi-melta on it. And if you're putting them in a land raider, assault termies will work better for you than normal termies. For one, you're not going to be using the storm bolters at all while they're in the land raider, and for twos they just don't have the survivability to be hitting at init1 without a stormshield.
For your HQ
You can stick with a captain if you want. There are better options, especially when you consider your land raider/assault termie deathstar you're building. A chaplain or librarian (in termie armour themselves if you're so inclined), will benefit your army much more. If you do want to keep your captain, drop the digital weapons. One dice being re-rolled isn't all it's cracked up to be for that many points, and could be better spent elsewhere. The rest of the kit is nice. You'll be amazed how long a guy with a 2+/3++ can live.
For scouts, 10 is a little overboard, 5 will do you in most cases. Usually, if you have sniper scouts, you're camping them in the backfield on home objectives so that they're hard to shoot out with their 3+ cover save. Scouts aren't exactly anybody's favorite unit, so if you want to use them best use is as a cheap scoring unit. Sometimes sniper rifles will surprise you, by being able to take out high toughness targets or by pinning units. Overall, keep them minimal, keep them cheap.
As for the rest of your troops, I'm rather at a loss on what you wrote there. Why is your squad with no heavy weapons more expensive than the one with a lascannon? Do the squads have the free upgrades like flamers and heavy weapons? In the case of heavy weapons, which ones? Powerfisted sergeants are a good call. I'm a big proponent of giving meltaguns to your tac marines (maybe with those points you saved from the digital weapons on your captain). Heavy weapons, you can't go wrong with missile launchers. A lascannon is meh against armour (worse than you'd think), and having only one in your army tends to have that "all your eggs in one basket" problem.
Speaking of which: ironclads can be pretty nice as an alpha strike suicide unit, but if you only have one, you're going to have to be very mindful of where you place him. Since it's the only drop pod in your army, he's going to be in the middle of the enemy line, unsupported and all alone on turn 1. All anti-tank retaliation is going to be coming his way. This might work in your favour, as it can draw fire away from your land raider (where the real money's at), but you still don't want to be throwing away 180 some-odd points and getting nothing for it. You can make it work with one with some careful placing. What's better than 1 ironclad, though, is two ironclads, landing in the enemy backfield. Or you can go super cheap with just a basic dread in drop pod, and really keep it a suicide unit.
I think that touches on the major points. Good luck with the tournies, and have fun.
Allow me to possibly post a new list, once I make some changes.