Ok, well I'll try and break it down, unit by unit but first just a note on units in your army. In the guard it is best to have each unit with a specific role in mind, trying to make our units all things to all men (or xenos) will usually result in dead guardsmen who achieved nothing. For more on this I would give the following a thorough read
www.commissar.proboards.com/index.cgi?board=begin&action=display&thread=10241So, on to the units.
CCS - Your CCS is spread fairly thin, you have the melta which is an assault, close range anti-tank weapon, the plasma which is a rapid fire, anti MEQ and heavy infantry slayer and then the lasguns of the guardsmen which are good at killing errm.... yeah. One of the CCS's main strengths is that is can have 4 special weapons and give orders, if, like me you want the ability to re roll with orders it goes down to three. If you are playing a gun-line list (which would suffer against deep striking demons) then the things that support infantry such as heavy weapons, vox and standard are a good idea.
As for the medic, you can get carapace for the whole squad for ten points less and whilst it doesn't give you the extra re-rolls it does give you a greater chance of not needing them whilst freeing up a slot for a special weapon. If you do decide to play it more aggressively, make sure you equip them with all the same special weapon, either all plasma and a plasma pistol on the commander or all melta, krak grenades and melta bombs.
Platoons
PCS - Again with the PCS you have it trying to tackle everything all the time. With the BS3 of the guardsmen giving them template special weapons such as g/launchers and flamers is safer bet than plasma or melta. I like the 3 flamer one vox or 4 flamer PCS, they act as a very effective counter-assault unit, laying down a lot of wounds with the flamers before anything can hit your lines.
The infantry squads seem sound, if you do go for a gunline list (which seems more suited to what you have) I would add autocannons into the squads, they are a brilliant and versatile weapon with a high enough rate of fire to compensate for the guardmens low BS. Also, if you are going to blob them, commissars are a must, keeps them in line under pressure.
The heavy weapons squads are good, but beware, strength 6 auto kills them and they need a fair bit of protecting (not a problem for the mortars).
Tanks- The LRBT are good but I'd switch out the lascannon for either another heavy bolter or a heavy flamer. If your mainly going to be using it against demonic infantry, the lascannon is going to be a bit redundant.
Four chimeras are good, should take out a fair amount of stuff at the start with those HK missiles.
If you take this advice, your list would look something like this;
CCS
Plasma Pistol
4xPlasma
Carapace
Chimera with HK missile ML/HB
Platoon 1
PCS
4X Flamer
Chimera with HK missile ML/HB
Infantry Squad
Flamer
krak grenades
Chimera with HK missile ML/HB
Infantry Squad x2
G.launcher
Krak grenades
Autocannon
Platoon 2
PCS
Autocannon
Vox
Grenade Launcher
Chimera with HK missile ML/HB
Infantry Squad
Vox
G.Launcher
Autocannon
Commissar
Infantry Squad x2
G.Launcher
Autocannon
HWS
3x Heavy Bolters
HWS
3x Mortars
Leman Russ
Hull Heavy Bolter
Heavy Bolter Sponsons
Leman Russ Demolisher
Hull Heavy Bolter/Heavy Flamer
This should give you a nice list against the demons with enough fire power to take them down and some rapid response units to take any deep striking dangerous things down as fast as possible. The demolisher is good for taking down anything with an AV and can double as a short ranged but highly effective infantry slayer. If you like this list, take it, put your own spin on it and let us know how it goes. I haven't had that much experience with demon army's but hopefully others will have and will give advice, this should be a good basis to work with anyway.
Paradill