I realize you posted this a few months ago, and mentioned the inclusion of a few more units... But I'm curious on how you have modified your list for 6th Edition.
For the C&C of the list you had posted:
HQ:I think 2 (3 if you count the Honor guard) HQ's is excessive. Its extra points you probably don't need at this point cost. At a higher point cost, sure. Personally, I prefer the Master of the Forge, with a Conversion Beamer and a Space Marine Bike. He has a high power weapon and can Bolster Defenses (which isn't limited in the Vanilla FAQ yet). He can also repair hull points if you decide some Rhinos or a Land Raider is in your future.
Elite:
Sternguard Vets are great multipurpose units. They will bring the attention of a lot of stuff. I'd consider adding combi flamers (3-5) to the unit. That ups the cost a little, but with the new Overwatch, you can halt a gaunt/ork/guard blob assault with d3 hit per flamer that will ignore armor (well most armors). Once that charge is denied, that unit should just go away. For other stuff, vengeance and Hellfire rounds will cut everything else down. Their biggest weakness will be mech and flyers/FMC.
Fast: Jump pack guys are ok. (this coming from a Blood Angel player). They don't really give you enough punch to be a threat, they are mobile but can't grab an objective. All you are looking for is the denial? If you have points, you could upgrade their rank to Vanguards. Thats at least an extra attack and the choice of heroic intervention. With the extra charge range, a slight drift is acceptable. But for those points, your better off with a StormTalon or 2. They can cover your weakness against flyers pretty well.
Heavy: Heavy bolters... never got much use out of them. I realize were still on the "what you have painted" topic, but that's up to you.