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Hello and welcome to Heresy! :drinks:

Have you built up the models you own to have specific wargear already/are you fussed about models 'counting as having' a weapon they don't have, and also do you have any idea of what type of armies you'll be up against?
 

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When I'm building a list I like to think about what I can handle as well. At 500 points there's only so much you can bring with SM but there's a lot other armies can bring; you could be facing more than double your number of models more often than you'll be facing something that needs a lascannon shot from 48" away. Chances are you'll likely be playing on a 4x4' area instead of 6x4' so mobility and range won't be huge issues to overcome.

Really you just need some flamers to help against large squads, missile launchers are nice because they can do good damage to a variety of targets. Your Captain is likely going to be a combat character since he doesn't buff squads in a support role in any other way really, I'd suggest looking at some wargear other than a bolter for him since he won't be able to charge after firing it (nor will his squad thanks to the rapid fire weapon rules).

Do you have any experience with magnets, or can you easily swap the Dreadnought arms? It's been a long time since I've bought a kit and despite owning four of them I can't seem to recall how they assemble.
 

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Should I drop the rhinos at this point limit and pick up more space marines?
Another option might be to drop one Rhino and give the foot slogging squad a heavy weapon to hold a backfield Objective while the transport embarked squad moves out to support the Assault squad, Scouts, or grab another Objective. You could then take those points and garnish your units with a bit of kit; camo for the Scouts, some special weapons for the Assault squad, etc.
 
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