You will probably have some difficulty opening transports with the second list. Hammers will work, but you're giving up at least two rounds to incoming small arms fire - one right after you port, one after the vehicle smashing assault. If you have to spend a turn running up to vehicles and are out of assault range, that's a third turn.
Keep in mind that scout squads carry teleport homers, not locator beacons. The drop pods won't be able to lock onto that squad - it's not a huge deal, the main thing is letting the terminators scoot up, but it's something to keep in mind. Kill points will also probably be an issue for the first list - you have a lot of easy targets.