Definitely drop the soul trap - it is what it says (A Trap). By the time you've found someone in combat to challenge who a) you can kill and b) doesn't or can't deny your challenge, they're basically the only person you're likely to kill in the game. The agoniser is plenty.
Drop night shields from the venoms - either you'll be hiding it turn 1 then moving and boosting so quick the enemy won't be able to target it (by which i mean boosting out of LOS) or you've dropped off its cargo and are using it as a cannon platform, in which case jinking makes it worthless. The 5++ from the flickerfield is as good as you can really expect, the night shields won't keep it alive any longer.
2 Trueborn units aren't overkill really, the lances on the raiders aren't reliable enough in small numbers to count as anti tank, and the only other you have are on the razorwing, which could conceivably not arrive until turn 4
I'd personally be tempted to drop the aethersails from the raiders (and the splinter cannons from the squads in them), and use them as deep striking gunboats, the cannons don't add a huge amount to that build, and for 15 points they actually make the unit less efficient in terms of points per wound caused.
If you drop the aethersails from the venoms as well I reckon that gets you 110 spare points!
Dropping the night shields on the razorwing therefore would get you a triple lance ravager, or a squad of scourges with haywire etc..