Out of 5, especially with Arc known for often having significant softer lists, I would give it a 1/5.
The list has NO inbuilt weakness.
2 scoring units is only 1 less then the norm, 3-4 is the normal for 1500pt lists, this is only 1200!
In a nutshell, the army has very hefty firepower, is resilient, has oodles of redundancy, has major speed and a very hard hitting assault unit.
A more detailed analysis:
Keeping in mind, the 'average' (if there is such a thing) style list at this points consists generally of 1 HQ, 3 Troops - mix of mech and babysitter and 2-3 support vehicles.
The Troops: Arguably the most important section in any army due to two thirds of missions being objective based. For this role you have only 2 units of 5 men.
However this does not hinder you from going for the win as you have one unit to babysit a home objective, and another to go forward with a bundle of golden contesters (read later on)
Each unit still consists of 5 T4 3+ models sporting 2 S4 attacks base and assault pistols. They have the great choice of a flamer meaning they can assault an objective from numerous factions, tau, eldar, IG, even nids as the backfield generally consist of units of 10 gibbering terrain huddling gaunts.
however these two units are effective and not relatively easy to destroy because of the transport they are in, AV 11 is pretty low, but it sports a powerful and accurate gun which breezes through suppressing and/or destroying transports and threatening medium to heavy vehicles. Also, when destroyed, it will most likely provide cover for your now going to ground scoring unit for a 3+ cover save.
And because its a blood angels tank, its FAST! So 12inch move and shoot or 18inch move to get into a next turn assault position. Fleeing from harm and securing ground is what this unit can do exceptionally well while providing crucial first turn vehicle suppression and, compared to the rest of the list, being of a minimal threat.
The Speeders: Having played Ravenwing and running 9 speeders at 1500pts, groups of speeders are demolishing. In this points level, first turn they are bringing 5 36inch threat range (24" range, 12" movement) S8 AP 1 shots hitting on a 3+. That alone should be enough to suppress your opponents transports or with the razorbacks assistance, down a monstrous creature. Second turn you are in melta/flamer range of whatever you want.
Most of the time your first turn will see the speeders move up 12" and aim at transports, leaving the long ranged lasbacks shots until last to see how the speeders went, and if things are going to plan, the lasbacks then ping shots at heavier stuff. Turn 2 onwards the roles swap.
This may sound simplistic but the sheer speed of the speeders gives you the advantage and options. turbo boosting the lone speeder close by to an important enemy vehicle forces choices into his turn where he/she can make mistakes. They can get to cover easy, or generate their own! One ruin can provide the cover for all three squads even if only one single speeder is in the cover! One squad squats adjacent to the cover, one in the cover, the other out. Squad to sits behind squad one, one member behind them, the other sticking out into the sun. In both cases 50% of each unit is in cover.
You also have the option to deepstrike, turbo boost to make your own cover and, one of the best abilities of all, almost unmatched contesting ability. In the second last turn turbo boost the surviving speeders (especially the damaged ones) within 27 inches of an objective. Last turn turbo to it, and ta daa, the enemy has to remove the speeder through its cover save and only hit on 6's in combat or no objective.
With the weapon arrangement, no matter the match up, all these speeders will have multiple targets. Whether its mech, swarm, MC bash it doesn't matter, they have duality, able to swap from destroying the opponents most valuable tank to purging a ruin.
They are durable due to their speed, protecting them from melee, able to get to cover, generate their own cover and forcing the enemies hand. And redundancy wise, you have 5.
The assault unit: This is a pretty bad ass unit. For starters, the transport - Its a Land Raider so at first, some lists will struggle with the AV14 and others will hope to take it down easily enough. But it also brings ANOTHER fast chassis based multi melta, Fast twin assault cannon and ANOTHER cover clearing flamer thrower at S6 AP3, toodaloo space marines. Oh and since the raider is fast, well this assault unit can zip around with a 26" assault range.
The unit inside? 5 men, pfft. Not really.
On the charge (which it should get with such a long charge range from an AV14 box) your talking 4 S4 I4 power weapon attacks with rerolls to hit, and a mighty 16 S5 I5 WS 5 power weapon attacks with rerolls to hit AND wound.
Not much at all can survive that sort of onslaught. When sitting in the open, its an easy target to shoot at, but with their transport they should be able to get to where they want and pick the fight they want.
So again overall:
-Dead shooty
-Dead fast
-Redundancy
-Brutal assault unit
-Fully mech
-Can cater to any type of list
This is, in my opinion, a top of the line list without aiming for cheese (ala 15 long fangs)