As a really lame present, I'll tell you all the lessons I learned in my last tournament. Maybe they'll do you some good. These games gave me a bunch more experience with the new Space Marines, and I certainly learned a few things. I got to play against some pretty diverse opponents.
1) Amra (aka Lysander) is great, but he isn't able to take on real assault units by himself. In two games, I was defeated by assault forces after Amra was killed (despite reaping a pretty ferocious tally each time). I think Amra really needs some Assault Terminators to back him up. Sgt. Druss and the Legends will be finding their way back into my list.
2) I really liked my anti-infantry Tactical squads. I didn't put them into any stupidly dangerous positions to try and take out enemy hard targets. They put out great firepower against infantry, and I felt like I got a lot of benefit from Bolter Drill as I was always shooting targets that were vulnerable to bolters. The three shots with the heavy bolter and the flamer put out reliable damage with overwatch too, which was very handy.
3) Tank Hunting Devastators are amazing! They destroyed just about every vehicle they targeted within a round of shooting. When they man the quadgun, no enemy flyers were able to approach my army. I did feel like the tri-las Predators were great at their newly reduced point cost, but they were totally outdone by the Devastators.
4) I didn't run into any armies with more than two flyers, but the Dakkajet and the Heldrake are still pretty formidable. Even so, I had air superiority in all of my games. No enemy flyer lasted a full turn against my army, and I never lost any of my flyers, which was great. Even so, they weren't able to do enough damage to win me games. Air superiority is great, but I need to use my forces on the ground better.
5) The Thunderfire cannon is still great, but it's use has kind of changed since it became Barrage. First, don't be fooled into thinking you can fire it without line of sight. It becomes super inaccurate then, so set it up where you can see your targets. Always aim for important models in enemy squads, as you can pick them out and kill them first if you score a direct hit. Finally, the cannon benefits massively from Prescience as Barrage weapons are much more unreliable than multiple standard blasts.
6) I'm not sure what to think of the Inquisitor. He doesn't add much personally, but his Divination power is pretty useful. He can only take one power, which is a bit of a bummer, but it will help your firepower. His servo-skulls didn't do much as none of my opponents had any Infiltrators or Scouts, but they're cheap enough that they're worth taking just in case. They were a great help to my Thunderfire; combined with Prescience, it was scoring massive amounts of hits. I never ended up using the Liber Heresius though. I always deployed him with my Devastators, so they never needed to Scout. I thought Split Fire would be useful, but I never needed to divide my fire. It was cheap, so I don't really mind. Split Fire certainly seems like it should be great with multiple lascannons. I just didn't see the times when I should use it.
7) This is a personal lesson, but I really need to remember to cast blessings and maledictions at the beginning of my turn. I missed out on so many of these because I am not used to using psykers.