It's probably not worth pointing out, but transports weren't counted when working out whether a unit was 'favoured' or not in the old codex. (where it actually had an application)
The main issue I see here is a distinct lack of anti-tank firepower. You're going to get a maximum of 5 tank-busting S9 shots per turn, which, unless your gaming group isn't big on armour in general, isn't really enough to guarentee any sucess against even the most average of Mech lists. AP3 bolters are all good and well, but S4 isn't getting through tank armour any time soon.
So I've given you a problem, now for a solution. Personally, I'd lose one squad of TS and put its points into more Obliterators. If you have the time to and patience to model them (as I assume you're doing from CSM Terminators) then they're simply the more the merrier. Taking more will provide you with more anti-tank firepower, more anti-TEQ firepower and more high danger targets that your opponent will have to deal with.
Also, I would advocate dropping one of your DP's Psychic powers. I know he can take both, and use both, but I think it would be a better investment to take two slightly weaker Daemon princes than a stronger one. The Tzeentch Daemon Weapon is poor - there's little reason to take it (unfortunately), I, personally, would take a pair of Daemon Princes, perhaps both costing around 175 pts if you can manage it. That should be enough for a mark on each and a Psychic power too.