The units you pick depend on your situation and strategy. One thing to always pay attention to is the actual command values. A little 4 command disciple is no comparison to a massive 20 command drone host. So, here's the tally:
- 50 command in capital carrier
- 200 command in cruiser carrier
- 60 command in flak
- 90 command in LRF
- 40 command in LF
As you can see, more than half of your fighting force here is in carriers. That's not necessarily good or bad, it really depends on what your enemy is doing. Some of those units just might not be useful. For instance, I might try to counter this by throwing masses of light frigates at you. With a mere 15 illuminators you won't be able to stop them from ripping apart your carriers and flaks. You'd need either guardians with repulsion (five labs, not very reasonable) or lots more illuminators. On the other hand, I could smack you with a huge chunk of flaks backed up by LRF. Your fighters and bombers get chewed up by my flaks and you don't have any real firepower left to challenge my LRF.
There's nothing wrong with that fleet (you'd probably want to bring out your second capital ship sooner or later, though), and nothing wrong with going for destras or guardians (or not). The important thing is to adapt to the situation. If the enemy is throwing masses of disciples at you, then you'd better respond with masses of illuminators. If you see a swarm of assailants and sentinels, you may want to get those destras online or else start spamming more flaks.
Given that exact fleet layout, I'd say definitely spec your Halcyon with Adept Drone Anima and Telekinetic Push; energy amplification is probably a waste here, and you'll want to keep your Halcyon with your drone hosts and away from the front-lines anyways.