This list isnt as bad as these two are making it out, but it ofc could use some improvements. Overall though I think you are off to a good start.
First off lets start with the Archon, sure he is expensive, but overall he is decent enough to use, but done right he could make his points back quickly. My one suggestion is maybe drop the venomblade, as you will be using the huskblade most of the time. But if you have the extra points, its not a base investment for that first couple of turns unitl you get the soultrap off.
Next is the Incubi. Personally I agree that 8 is WAY too much, and normally find 4-5 to be enough. I will add that I dont like the klavex, as personally you want your Archon in challenges to kill that IC, but it also saves him from fighting a naked sargie and wasting all those attacks when he could be killing a squad of 10 marines by himself, so its a 50/50 on whiether he is worth it. Try it out and see if you like him or would rather have another incubi.
Now for the warriors. Your build is fine, but let me talk to you about a basic DE concept, and thats duality. With our army (mostly its in troops) you want a duality between the vehicle and the unit inside. One should be able to handle tanks, while the other infantry. This is why the two most widely taken Warrior squads are either 5 man w/ blaster in dual cannon venom, or 10 man w/ splintercannon and blaster in raider w/ dark lance. They both do something completely different. The first gives you a 36" range (without movement) for AI, and only a 18" range (without movement) of AT, while the latter "gunboat style" gives you a 36" range AT (again without movement) and 24" range AI (again without movement, and not including the 1 splinter cannon, but that doesnt really offer much AI by itself).
While the venom version is way cheaper, the gunboat gives you more chance to surivive the explosion of the raider, which in turn helps you hold objectives (more bodies means more fire to pull them off). Personally I think you should find which style works better for you, and then use that to its full extent.
My one suggestion for them is if you can find the points, add a blaster. Not only does this allow you to shoot tanks if you ABSOLUTELY MUST... but it has a better AP, which can lead to some nice "sniping" when you use the wound pool right.
Finally for heavy. I think two razorwings are fine in a list, but you need to suppliment the AT lost by them not being on the table T1 and not shooting at tanks when they do come on (because you want to use those shiny missles) with some AT in either the FA or Elite slot. That would mean with Trueborn w/ blaster or dark lances, or Reavers w/ heat lances/blasters or Scourges w/ HWB or blasters. As you dont have that many points to play around with, my suggestion would be to drop one of the razorwings for a ravager, atleast until you move up in points to fit one of those elements into your list. Also there is no reason for any other missles, the normal S6 one is normally fine enough.
As for nightshields not being worth it, that is so weird. Nightshields to stop long range AT like missles or lascannons, but to almost remove rapid fire or melta from the equation. Its tough to down a raider with bolters when you dont get 20+ shots, only 10. I rarely play a list without them in 6th with the lack of need for flickerfields now, and Ive never looked back since then. They are an amazing investment and work wonders with gunboats (since you have to get that close)