Thunderfire cannons are almost always a bad idea, they're extremely vulnerable to enemy fire, especially deepstrikers.
Deepstriking assault marines sounds great on paper, but you pretty much never want to do it. They get to sit on their butts for a turn while the enemy shoots them. Instead, just jump them from behind cover.
Since your ASM shouldn't be ds'ing, your chappy needs a pack.
Meltabombs are a waste of points. If you really want meltas in those squads, scrounge the points for meltaguns.
Missile launchers are great at doing lots of things very poorly, compared to the other weapon options. I'd highly suggest you consider trading them out. This basically comes from the fact that glances are much less potent than previously.
Extra Armor really does not belong on a dreadnought when your transports don't already have it. If it was an Ironclad or Furioso, okay, but a regular dread doesn't need the armor, he does just fine shooting. He should probably get a new gun - Assault Cannons were so last codex. (terrible joke aside, my point is the same)
I think you'd have a lot more success with something like this:
Chaplain w/ JP 115 pts
Tac Squad (10): 180 pts
Tact Squad (10) w/Rhino w/Extra Armor: 235 pts
Sgt w/ Power Weapon, bolt pistol.
Assault Squad (10) w/ Jumppacks: 205
Sgt w/ power weapon and bolt pistol
Dreadnaught w/ Drop Pod: 150
Leaves you 115 points for further goodness. If you have the models and bits, I'd suggest a MM/HF speeder (70) and pfists on all three sergeants (10+10+25=45). Or leave the footslogging tac sgt naked and give the rhino tac a meltagun, whatever.
Also, I figured you really couldn't change models/squads that much, so I tried to keep suggestions in light of that. Might want to list what options you have available, if we're not suggesting anything good.