Bear in mind that information on this is liable to change fairly soon - there is rumours that Monstrous Ridden Creatures will undergo a massive rework as a result of the Undead Legions special characters in Nagash; The End Times.
You must always use your Magical Weapon over any mundane ones. The spear is wasted points while you have the Spirit Sword. The Spirit Sword itself is okay - but I think that it's cost of 85pts outweighs its use. You also have spent over your points allowance - you have spent 85+25+45+35points - a Glade Lord has 100pts to spend.
If you also factor in how dragons operate, Forest Dragons are really kind of bad. Their low strength breath weapon means that they cannot take on killy combat units (so what if they take wounds at -3 and cause Stupidity - you're wounding on 5's against Goblins et al), which is a turn wasted not being in combat. It loses its 6+ Ward Save because it's a mount, and Starfire Arrows are weak - Swiftshiver at least gives you an extra shot (not really worth it) while Arcane Bodkins can at least ensure that you can kill what you wound. Alternatively, Hagbane are useful for hunting monsters thanks to Poison, but with only 6 shots a game, assuming they all hit, and you get to actually make all those shots by not being in combat and by not being cannonsniped, that's only 1 guaranteed wound - you don't spend 148pts on only causing 1 guaranteed wound a game by BS shooting. I would save the points until I was sure I only had a few left - remember that Arrows of Kurnous is not affected by the enchanted arrow so even worse.
Now, factor in their rider - unlike other notable Dragon riding races, the High and Dark Elves, and Warriors of Chaos - they don't have access to a Lance, or a natural 3+ save without delving into magical items. Even lower tier troops can easily access S4, which cuts your save of Light Armour, Shield and Mount to 5+, which combined with being wounded on a 3 can see you being eaten through quite quickly. At least Chaos Dragon Riders have a 2+save base, and other elves have a 3+save base, with option for a 2+ via the cheap Enchanted Shield or Dragonhelm, which still allows them a 45pt ish weapon, like the Ogre Blade, or Star Lance, or what have you when combined with the near mandatory Talisman of Preservation on combat characters. This gives a fairly solid combat build. With a Glade Lord though, you've not got a 2+/4++ with 4 S6 attacks. You're going to either need to spend more on getting the same results (Armour of Silvered Steel) or go with a weaker version.
Long story short, Asrai Combat Dragon Lords don't do as well as they sound, especially when they're currently as weak as they are against other things in the meta.
Second thing - unless you're playing using the Nagash rules for Lords, you're limited to 25% of Lords - you're currently sitting at 1015pts.
Next, the Spellweaver. Can't go far wrong with a L4 Lifecaster. However, important to remember again the 100pts Magic Limit for Lords again - the Acorn itself is 100pts which is your full allocation. The Channelling Staff is no real loss, maybe four extra power dice over the course of the game sounds okay on paper, but compared to other Arcane Items, it's not a necessity.
Spellsingers - the Lore of Light loses much of it's lustre (excuse the pun) - the important one being that the buff for ASF is wasted on Elves, and you've not got Forest Spirits who can benefit as much from it. Light of Battle is wasted because Wood Elves rarely flee - they're so fragile they either die, are resilient enough to not break anyway, or if they do break, are in so few numbers that they cannot do much if they rallied anyway. Speed of Light, they're already quicker in combat than most things in combat, and rarely want to actually be in combat either. Light is one of the weakest Lores.
Also, you can only have one of each magical item - they're unique.
Lore of Shadow is good though - however, it's a toss up of whether to take it on the Level 4, and Life on the level 2, as the Lore of Shadow has more useful spells - Mystifying Miasma to lower movement, Enfeebling/Withering to make arrows more dangerous/reduce enemy threat, Pendulum for a mini-cannon, Pit of Shades really helps with killing armoured units, as does Mindrazor with high Ld units. You're not going to find that the Winds of Magic will favour you enough to have 3 casters.
Waystalker with the Bow of Loren - that's two shots. Not worth it, especially as it's not that clear whether making Sniper Shots is in place of Multiple Shots (I personally read it as Sniper is an attack made instead of normally shooting, so only 1 shot, even though that is a massive gimp). It already has Hawk-Eyed Archer which gives it Multiple Shots. Running it naked is the easiest way.
Eternal Guard - a unit of 20 is really weak - especially when they're T3 5+ Save elves - 12pts is a lot of ppm - it's only like 6 casualties need to be caused, and they don't have that much damage dealing potential - 3 ranks of 6 gives you 18 attacks, with possible rerolls to hit, at S3 with -1 to enemy saves. Against things like Empire Halberd troops - that's around 16 hits, and 8 wounds with no saves. For 275pts - in return, you are up against a unit of ~40-50 models, who hit on 4's, wound on 3's, save on 6's - with a rank of say 7x7, that's 14 attacks, 9-10 wounds, and 1-2 saves - so 8 kills. Congratulations, you've just drawn a combat against Empire line infantry - and they have the numbers to kill you over the duration of a battle.
Glade Riders are quite big - avoidance lists are beginning to creep up (a style of gameplay where you don't actually get involved in slogging matches) - and elves, especially Wood Elves do it reasonably well thanks to the amount of shots they can put out. However, the flexibility of a unit is lost when it's 10 men strong. 2 units of 5 is invariably better. You're also going to find that the Musician is more useful for the reforms, and that the banner is just a waste of points. Also remember only 1 of each magic item.
Sisters of the Thorn - a large unit of these are a bunker for a Wizard. But they kind of suck. Can't think of a use other than for being fairly tanky, and with only 2 units of 5, they blow ass.
Warhawk Riders - possibly the best unit in the army. War Machine Hunters, flankers, avoidance par none, and capable of looking after themselves (ish) unlike Glade Riders.
Waywatchers - why have you not taken 4 units of these maxed out? These are an argument for the best unit in the game. It's cheaper to take these than it is for a similar number of Glade Guard shots (20 versus 24 - don't take Swiftshiver arrows) - they have better Ballistic Skill, and mince through armour quicker than Louie Spence on hot coals. Great Eagles have competition from Special Slot Warhawks, and Treemen took a massive hit with being dropped to S5, and are far too expensive.
If you don't want to go Waywatcher heavy, Wild Riders, Glade Guard w/ Arcane Bodkins and Lore of Metal Casters can deal with Armour, but usually the answer is usually "more Waywatchers" from the Wood Elf community.
If this is your 3K list, I seriously recommend trying an easier army to play - High Elves can easily be adapted into Wood Elves at a later stage (just use the models and counts as) - especially if you're new to the game. 3K is a lot of models, normally, and while the other elves have things like "The Battle Banner of I Win Everything", and units like White Lions or Swordmasters to just chew through everything and Phoenixes, or Dark Elves have Witch Elves/Black Guard for just tearing units a new one, the Kharybdis or Executioners for Armour, etc, Wood Elves one strength is avoidance which is very difficult to pull off.
You must always use your Magical Weapon over any mundane ones. The spear is wasted points while you have the Spirit Sword. The Spirit Sword itself is okay - but I think that it's cost of 85pts outweighs its use. You also have spent over your points allowance - you have spent 85+25+45+35points - a Glade Lord has 100pts to spend.
If you also factor in how dragons operate, Forest Dragons are really kind of bad. Their low strength breath weapon means that they cannot take on killy combat units (so what if they take wounds at -3 and cause Stupidity - you're wounding on 5's against Goblins et al), which is a turn wasted not being in combat. It loses its 6+ Ward Save because it's a mount, and Starfire Arrows are weak - Swiftshiver at least gives you an extra shot (not really worth it) while Arcane Bodkins can at least ensure that you can kill what you wound. Alternatively, Hagbane are useful for hunting monsters thanks to Poison, but with only 6 shots a game, assuming they all hit, and you get to actually make all those shots by not being in combat and by not being cannonsniped, that's only 1 guaranteed wound - you don't spend 148pts on only causing 1 guaranteed wound a game by BS shooting. I would save the points until I was sure I only had a few left - remember that Arrows of Kurnous is not affected by the enchanted arrow so even worse.
Now, factor in their rider - unlike other notable Dragon riding races, the High and Dark Elves, and Warriors of Chaos - they don't have access to a Lance, or a natural 3+ save without delving into magical items. Even lower tier troops can easily access S4, which cuts your save of Light Armour, Shield and Mount to 5+, which combined with being wounded on a 3 can see you being eaten through quite quickly. At least Chaos Dragon Riders have a 2+save base, and other elves have a 3+save base, with option for a 2+ via the cheap Enchanted Shield or Dragonhelm, which still allows them a 45pt ish weapon, like the Ogre Blade, or Star Lance, or what have you when combined with the near mandatory Talisman of Preservation on combat characters. This gives a fairly solid combat build. With a Glade Lord though, you've not got a 2+/4++ with 4 S6 attacks. You're going to either need to spend more on getting the same results (Armour of Silvered Steel) or go with a weaker version.
Long story short, Asrai Combat Dragon Lords don't do as well as they sound, especially when they're currently as weak as they are against other things in the meta.
Second thing - unless you're playing using the Nagash rules for Lords, you're limited to 25% of Lords - you're currently sitting at 1015pts.
Next, the Spellweaver. Can't go far wrong with a L4 Lifecaster. However, important to remember again the 100pts Magic Limit for Lords again - the Acorn itself is 100pts which is your full allocation. The Channelling Staff is no real loss, maybe four extra power dice over the course of the game sounds okay on paper, but compared to other Arcane Items, it's not a necessity.
Spellsingers - the Lore of Light loses much of it's lustre (excuse the pun) - the important one being that the buff for ASF is wasted on Elves, and you've not got Forest Spirits who can benefit as much from it. Light of Battle is wasted because Wood Elves rarely flee - they're so fragile they either die, are resilient enough to not break anyway, or if they do break, are in so few numbers that they cannot do much if they rallied anyway. Speed of Light, they're already quicker in combat than most things in combat, and rarely want to actually be in combat either. Light is one of the weakest Lores.
Also, you can only have one of each magical item - they're unique.
Lore of Shadow is good though - however, it's a toss up of whether to take it on the Level 4, and Life on the level 2, as the Lore of Shadow has more useful spells - Mystifying Miasma to lower movement, Enfeebling/Withering to make arrows more dangerous/reduce enemy threat, Pendulum for a mini-cannon, Pit of Shades really helps with killing armoured units, as does Mindrazor with high Ld units. You're not going to find that the Winds of Magic will favour you enough to have 3 casters.
Waystalker with the Bow of Loren - that's two shots. Not worth it, especially as it's not that clear whether making Sniper Shots is in place of Multiple Shots (I personally read it as Sniper is an attack made instead of normally shooting, so only 1 shot, even though that is a massive gimp). It already has Hawk-Eyed Archer which gives it Multiple Shots. Running it naked is the easiest way.
Eternal Guard - a unit of 20 is really weak - especially when they're T3 5+ Save elves - 12pts is a lot of ppm - it's only like 6 casualties need to be caused, and they don't have that much damage dealing potential - 3 ranks of 6 gives you 18 attacks, with possible rerolls to hit, at S3 with -1 to enemy saves. Against things like Empire Halberd troops - that's around 16 hits, and 8 wounds with no saves. For 275pts - in return, you are up against a unit of ~40-50 models, who hit on 4's, wound on 3's, save on 6's - with a rank of say 7x7, that's 14 attacks, 9-10 wounds, and 1-2 saves - so 8 kills. Congratulations, you've just drawn a combat against Empire line infantry - and they have the numbers to kill you over the duration of a battle.
Glade Riders are quite big - avoidance lists are beginning to creep up (a style of gameplay where you don't actually get involved in slogging matches) - and elves, especially Wood Elves do it reasonably well thanks to the amount of shots they can put out. However, the flexibility of a unit is lost when it's 10 men strong. 2 units of 5 is invariably better. You're also going to find that the Musician is more useful for the reforms, and that the banner is just a waste of points. Also remember only 1 of each magic item.
Sisters of the Thorn - a large unit of these are a bunker for a Wizard. But they kind of suck. Can't think of a use other than for being fairly tanky, and with only 2 units of 5, they blow ass.
Warhawk Riders - possibly the best unit in the army. War Machine Hunters, flankers, avoidance par none, and capable of looking after themselves (ish) unlike Glade Riders.
Waywatchers - why have you not taken 4 units of these maxed out? These are an argument for the best unit in the game. It's cheaper to take these than it is for a similar number of Glade Guard shots (20 versus 24 - don't take Swiftshiver arrows) - they have better Ballistic Skill, and mince through armour quicker than Louie Spence on hot coals. Great Eagles have competition from Special Slot Warhawks, and Treemen took a massive hit with being dropped to S5, and are far too expensive.
If you don't want to go Waywatcher heavy, Wild Riders, Glade Guard w/ Arcane Bodkins and Lore of Metal Casters can deal with Armour, but usually the answer is usually "more Waywatchers" from the Wood Elf community.
If this is your 3K list, I seriously recommend trying an easier army to play - High Elves can easily be adapted into Wood Elves at a later stage (just use the models and counts as) - especially if you're new to the game. 3K is a lot of models, normally, and while the other elves have things like "The Battle Banner of I Win Everything", and units like White Lions or Swordmasters to just chew through everything and Phoenixes, or Dark Elves have Witch Elves/Black Guard for just tearing units a new one, the Kharybdis or Executioners for Armour, etc, Wood Elves one strength is avoidance which is very difficult to pull off.