Without posting the stat lines next to each other, lets take a look at the two units. In fact, if you can, take a look at them while we talk this out.
At base your Possessed is going to charge with 3 S5 attacks at I4, a weapon skill of 4 meaning you'll hit on 4+ against MEQ.
At base your Berzerker is going to charge with 4 S5 attacks at I5, a weapon skill of 5 meaning you'll hit on 3+ against MEQ. He also has a pistol that he can shoot before the charge.
The Berzerker is 5 points cheaper. Clear win in my book.
Now, we come to Daemonkin. The first option is a waste of the 5 extra points you paid, the second is better, allowing the Possesed to hit on S6 their first charge, but still only with 3 attacks and no shooting before said charge. Option three, in my opinion, is another waste of space since you want them in a Rhino anyway. Four is good, but only works a 6th of the time which is terrible odds. Five is probably my favorite as it essentially makes them a S5 Termie. Six is arguably game-breaking, though again, 1 in 6 is bad odds.
Now, with two of the abilities being good, two being fair but conditional and two being fail, your odds of getting something useful when you play them are less then 50%.
Berzerkers on the other hand, deliver the same awesome consistently. And at less points.
However, while in my book, one is strictly better (Zerks) that doesn't mean it isn't fun to run Possessed at you enemies en-mass.
What do you think?