Also note that assault marines stand a touch below average when it comes to specialist fight units, 5 men is screaming EAT ME.
Land Raiders have their uses, although they cannot kill all that many models per turn on their lonesome, the sheer presence of an AV14 all sides vehicle gets into the thought processes of the opponent, usually causing them to divert firepower towards it. Leaving most other units unscathed. Sticking a teleport homer onto the scouts would be a waste of time imo, they have snipers, usually indicative of camping the home objective.
You have a good firebase with the scouts, predator, whirlwind and tactical squad with the drop pod (which could drop into your own deployment zone depending on the situation), also those terminators (if deepstriking) could drop anywhere, including your deployment zone, which makes it yet another thing that your opponent has to consider when going for your deployment zone, yet another thing that could possibly save the lives of your two tactical squads in the rhinos. Pretty well balanced list, except the rhino squads have heavy weapons, for the ML it isn't all that bad, because it's free, but it's one less bolter shot coming from them, for the plasma cannon you're paying points for something that won't really get that many shots in (unless you combat squad, which leaves you 2x5 men squads to nab objectives).
Although, that dreadnought in the DP, if it's deepstriking deep into enemy territory it's losing some of the oomph of it's TLLCs long range. If it were me, I'd pull points from the tactical squad's heavy weapons and invest in an Iron Clad instead, AV 13,13,10 dropping in on you turn one is scary stuff and can seriously mess up any plan you've formulated.
Of course this is all just my opinion on the matter, feel free to take some or ignore me completely