My concern over the 4 unit formations was actually for their survivability - not so much popcorn. Even if they had ATSKNF (do they?), CC for these guys is usually going to be at a -1 or even -2 due to formation size if they decide to Teleport. Commander is only so good as you lose the activation for the 2nd formation in using it.
I say try it however and see the results.
Warp Quake - as advised before, I like the idea of this as a special rule. Why is it only limited to one squad? Terminators should have such a thing per the fluff and I would not begrudge this being a list wide rule for the army. It makes sense (to me at least).
Fortitude - probably unnecessary. List balance reasoning?
The Grand Strategy - what is the 2nd ability? This is important as the role and versatility of the two rules in comparison may not be worth the same points. Due to this (as I did with the Chosen and Possessed in the World Eaters), incorporate this into the basic unit/s (?)
Librarian Psychic Powers - This should be built into the basic stats of the unit. I would not introduce a 'psychic power' other than a ranged shot much like the Orks have (Wyrdboy as an example).
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Suggestion: With 4 unit formations and no fearless, would you consider the idea of an auto rally for the force? It places them one step up from marines and is representative of their mental training. Just another idea.
Otherwise, start to place it in a list format (do you need a template?) as I am sure you will start to get more input when people can read it with a little more structure.
As big Kev used to say: "I'm Excited!"
