@Ravner298:
Deathwing I find tends to work well with a variety of squad loadouts. For pure DW, at at least 1500, you want about 2 or more 'generic assault' units, i.e. 4x TH/SS, CF/SB, CML. These guys bear the brunt of the fighting, using the chainfist for anti-tank, cyclone for anti-transport, and then the TH/SS make a mess of everything else.
Then you want at least 1 'shooty' unit. Despite the abundance of good armour, they still have a place in the army, as most of your army is CC orientated, so a squad like this makes all the difference against infantry armies. I tend to run as a basic squad with assault cannon, as the rending does stuff that CMLs can't, and maybe chuck in a chainfist as a safeguard. Taking a CML is a fair alternative though, as you also get the additional stormbolter - however I advise against taking a HF on any squad except one riding in a land raider as they simply won't get close enough to use it half the time, so is a waste of a heavy weapon.
Belial's squad needs to be a mix of both if there's no transport, but if you are taking one (which I advise), then go for a DLC and TH/SS split, but keep a chainfist handy for walker assaults. The apothecary is far more useful than the banner, but the latter is useful if you have the points. If taking both and dual HQ, then split the HQs and banner/apoth into two squads to provide a dual threat - as a secondary HQ I always go for Interrogator-chaplain as the buffs it provides are sweet, while the libby isn't worth the points, even for the unlimited psychic hood. However, if you're running in a transport or footslogging, don't be afraid to take a PA model, as their invun will be good enough against most attacks anyway.
With regards to the issue of splitting armament in squads into DLC vs. TH/SS, I always think DLC are pretty pointless unless used in a majority, as the output is about equivalent to TH/SS, but without the defensive capabilities. Therefore, I only go for a minimum of 4 DLC. The last model I give either TH/SS for defensive, or CF/AC for anti-tank. If you're mostly fighting infantry, however, it's possible to go max DLC, particularly if you have a ride.
Finally, with regards to deployment, I always find it better to have at least 1 land raider squad, and more so at 2000+. Land raider's are invaluable for providing protection and mobility to your otherwise slow and potentially vulnerable terminators. Although they can be one-shotted by melta, I find that you can always find solutions to that e.g. smoke or cover. I tend not to deep strike CC units unless in large quantities (3 or more), as otherwise scatter becomes an issue and they can be destroyed piecemeal. Even DWA doesn't provide a permanent solution to this, though it is helped by the use of RW teleporter homers. I don't mind deepstriking shooty units, though I often find it more valuable to walk them up, as they don't really be wanting to see CC.