There's been a lot of good replies already.
There aren't any weapons or units the Sallies object to in 40K, everything has it's place. The only really uncharacterful or anti-background choice is assault squads in the 2 reserve companies - they don't have any. (I'm assuming the new close support squads are treated the same.)
I've been wondering about that, actually. Obviously they don't have any listed, but at the same time, it's for an edition or two been stated that the 'training progression' is Scout->Devastator->Assault->Tactical, so one might naively assume that if you've got a Tactical Squad (cough, Battleline), then they might 'moonlight' as Assault Marines.
Now, with Primaris on the loose, and the intimation that Primaris Close Support (formerly Assault) are Elite (where Reivers are concerned), then we're in a bit of a bind.
Has anything been explicitly mentioned on how the Primaris progress?
E.g. would the people who make up a Reiver squad be any good at performing the job of Intercessors, or have they been too-focussed and hot-housed that they're atrocious at staying where you put them (e.g. Objective Secured-ing)?
In any event, I ostensibly agree: in the Salamanders reserve companies, Assault (nowadays Close Support) isn't strictly a thing.
Flyers have never been mentioned in regards to the Salamanders. So in my head-canon the flyers get heavy use, to make up for the lack of mobility and strategic scouting from fewer jump pack equipped squads, fewer landspeeders, and fewer bikes. To me, most of the extra techmarines get used as pilots.
4th Company Captain Dac'tyr? "Lord of the burning skies"
In my book, it's either a lot of fliers, or a lot of starships.
Devastators are absolutely a characterful choice though. Proportionally, we have heaps of them. The 2nd, 3rd, and 4th company have three devastator squads each; and the 5th and 6th have four in each. When I painted my first demi-company it was essential to me that I had three tactical, one assault squad, and two devastator squads to represent this.
Again, I assume fire support squads are interchangeable here too. So my plan to 8th editionify my 2nd company is to move out some of the devastators (repainting the shoulder pads to add them to reserve companies) and add in hellblasters and aggressors.
You're a Salamander after my own heart, Yale! I'm literally in the process of doing the same...
I find it kind of odd that the extra fire support squads get glossed over in so much of the background, and in the studio armies.
Yep, I vaguely remember running the numbers some time ago, but it needs a little adjustment for the shambolic state of the companies.
Assuming 4 Battle/3 Reserve (with Firedrakes and Scouts bumped out to supernumerary 'household' formations, the Firedrake Command Squad's Sergeant being ol' pen-pusher Tu'shan), that would loosely give us...
4*7*10 + 3*7*10 Tactical/Battleline = 490 Battleline Marines (98 Sergeants + 98 Special/Heavy + 294 Bolter, assuming MSU all-singing, all-dancing, which given the Salamanders armouries...)
4*2*10 + 0*0*00 Assault/Close Support = 80 Close Support Marines (40 Land Speeders, they might have a few lying about...)
4*3*10 + 3*5*10 Devastator/Fire Support = 270 Fire Support Marines (54 Sergeants + 216 Heavy, assuming everyone's carrying...)
Which, assuming everyone who has the opportunity has something more interesting than a bolter, then you could theoretically have racing to Armageddon...
152 sergeants, let's say all with combi-flamers and thunder hammers.
314 bad-asses with multi-meltas
294 bolter luggers
40 land speeders
And that's not really accounting for, say, having all your Fire Support being put into Aggressors and all your Close Support going on Inceptors...
And, to mix things up a bit, throw in 120 terminators for some giggles.
Of course, that's taking things extremes, but it's the 'by the book' maximums, assuming there's actually
7 proper (Battle/Reserve) companies, as opposed to 3/2 with just more than half a scout company and a bucketload of moon-citizens sporting terminator armour.
I'm personally quite fond of the 1/4/3/1 approach to the companies. I think it gels with the idea of each Company 'living in a city of distinct flavour'. The 1/3/2/1 approach doesn't entirely make sense that way, but makes more sense if you assume it's not a 1:1 correlation of cities to companies - e.g. each company disperses throughout all cities, and recruits from all cities - but that requires undoing some old statements text, not the thrown-together chapter tables. (Which, IMO, are easier to ignore.)
Still, I do also like the (currently non-canon, hell - it contradicts the canon) idea that when they're back on Nocturne, they're not in any company - they only get re-assigned when some Captain or Lieutenant's assembling a force. The 1/3/2/1 structure just happened to be recorded by the external Imperium because that's the configuration that had been dispersed at that time. E.g. they had three captains out on 'intrepid, independent, take-all-comer forces' business, with a further two 'overseeing' the operations of a dozen squads each across several sectors... (i.e. 'reserves')! And also there were some Firedrakes and Scouts doing things...
Hell, whilst I'm at it, I quite like the notion that the 'First Sergeant'/Captain of the Firedrakes is Regent of Prometheus, it consequently makes the Captain of the Scout Company the Regent/Commander in Chief/Planetary Governor of Nocturne...
But that's getting *far* away from actual canon now.
I do like it though...