maintaing a roughly 2:1 ration between claws:hammers seems to be the optimal format... however, that 5th 'swing man' can go either way really, depending on what kinds of opponent's you'll normally face. if you face alot of large gribblies, then i'd go for an extra hammer, otherwise stick to the claws for the I strike.
i'd probably drop 1 tac squad down to 5 men and bump up the assault squad to full strength... assault marines typically aren't the greatest assault troops overall and with small squads, they need the numbers badly. it can also give you more options being able to field either one large assault squad or else two smaller ones. (1 could support the DC, the other support the termies?!)
the smaller tactical squad can keep the flamer, and perhaps add-in a rocket launcher or lascannon to the full-strength squad... break it down and have two smaller 5-man units w/flamers holding key points, and leave the lascannon behind in support of your scouts and their sniper rifles.
i'd also drop the sponsons on the annhilator as they're damned expensive! besides, it's always better to keep your vehicles mobile even if only to stop your opponent's assault troops from hitting it automatically in combat!
cheers!
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"Who are you to question my methods?! A 'Puritan' is simply a coward who hides behind a veil of pretended faith and denounces his loyal brother as a traitor out of simple jealousy!"
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