Regarding your list and the possible varients, once you have decided on your core strategy and paid 60% - 75% for the formations, the remainder depend on your playing style and what you expect to fight against. Here, you have two main themes:-
Artillery
Death Strikes, Manticores and Basilisks are a subtle choice and there are pros and cons to each. Note, Death strikes are good for taking out the enemy units that can really hurt you (Titans and WE) - though they become a de-facto target for this reason and need some form of protection as a result. If they survive to fire, the vehicles make good objective grabbers late in the game because they are overlooked for more important targets.
TBolts and Scouts
Dropping the 2nd flight of TBolts for sentinals and a Hydra also has pros and cons, much depends on how you want to use either formation. Sentinals are a good screen for artillery against teleporters and air-assault (the Hydra battery may deter, but may not destroy an air-assault - especially by Marines). Ground AA can be very potent, expecially if spread around several formations to create an "umbrella". Best use is to try to provide cover for your TBolts to attack enemy ground formations.
TBolts are often shot down on CAP; they have poor armour and usually have to fly into enemy AA (ground or air) to get into position.
Remedy: *Don't* use them for CAP! They are awesome at shooting up stuff on the ground, and if intercepted by enemy aircraft, can resort to jinking to increase their save to 4+ giving them a much better chance of survival. Best use is to shoot up broken units, though a fair alternative is to prep targets for assault by one of your infantry companies.
Ultimately as dad would say; "you pays your money, and you makes your choice" - and working out your particular tactics etc is part of the fun.