My 3000pt tournament list looked something like this, it was somewhat limited by available models, I would have liked a warhound or a thunderhawk but had none assembled at the time.
Devastator350
4xDevastator; 4xSalamanders Razorback
Landraider525
Hunter; 4xSalamanders Land Raider Helios
Landraider350
4xSalamanders Land Raider
Tactical425
Supreme Commander; 6xTactical; Hunter
Vindicator375
4xVindicator; 2xSalamanders Land Raider Redeemer
Whirlwind400
4xWhirlwind; Hunter
Fast Speeder Attack200
5xLand Speeder
Scout200
4xSniper
Thunderbolt Squadron175
2xThunderbolt Fighter-Bomber
Typically deployed in 2 fairly tight groups unless up against lots of barrage. The scouts, speeders and even tacticals were used to screen the tanks against assaults or engage once the tanks had gotten into good supporting positions and prepped the target of the engage.
I found vindicators and redeemers work well together, both need to close with the enemy and have the same speed. 8 attacks hitting infantry on 3+ with IC is a nasty surprise to some.
The helios and whirlwinds would typically attempt to break a unit or 2 a turn so as to reduce the enemies number of activations and/or break up dedicated CC or arty units. But the best thing about the helios, and the whirlwinds to some extent, is that you can actually go out with them and direct fire very effectively. This in turn generally leaves you in a good board position to sustain fire the next turn. For this reason the Helios were both my BTS and counter attack force.
I had 3 hunters and thunderbolts due to the number of thunderhawks and ork landers being used locally. (Sadly ork landers seem immune to my AA...
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The toughest army I faced on a regular basis would have been guard, they seemed to always outshoot me, both in range and qty of fire, out activate me, and often had more than enough numbers to hold me up in assaults. However a thunderhawk or warhounds instead of the devastators or vindicators might have improved my chances against the guard.