Thanks for the advice guys I've adapted it slightly and added another Patrolman with a boltgun:
Subjugator Captain - Vigilance Assault Shield, Smoke Grenade, Threat Response
Subjugator Sergeant - Grenade Launcher w/ Flash, Got your six
Palanite Sergeant - Sniper Rifle, Fast Shot
Subjugator Patrolman - Grenade Launcher w/ Smoke
Subjugator Patrolman - Vigilance Assault Shield
Palanite Patrolman - Concussion Carbine
Palanite Patrolman - Enforcer Boltgun
I would give your Palatine Sergeant Marksman first then Fast Shot to give a potential Damage 3 shotwith the rifle. Without Tradepost access, and conversions your general fighters weapons hover around the S3/4 range so as opponents get tougher such weapons fall behind just on Strength but upping the Damage makes them still punch hard.
I would also give your Subjugator Sergeant Fast shot before Got your Six, although an all right pick for later. this is for two reasons. Two 5" Flash templates a turn can Blind and Immobilise a swath of a opponents gang every turn which is just nice.
Also the Subjugator grenade launcher comes with Stun Rounds as standard. S2= Meh AP-1 a little nice. But hurting the opponent is secondary. Concussion care not a sausage about actually hurting anyone it applies of the Hit not wound. A -2 penalty to Initative for the remainder of the round is pretty good in some situations. It makes it far more likely that Mounted foes will fall over from the shot, if you end up playing with mounts. It makes foes more vunerable to failing thier save to say Blinding from that Flash Grenade you follow it up with. It also makes it much harder to resist being handcuffed from Magnacles which every squad member has for free. Immobile, non shooting opponents that can only make melee attacks at -2 are suddenly much easier to deal with.
And I believe its now FAQed to Rapid fire.
Its not neccessarily a damage dealer but it is a incredible way of boosting the effectiveness of the whole squad.
0sems good, the only thing I would do, is to put the smoke grenade on the subjugator sergeant
(this will increase his chance to reload his weapon) and give him fast shot.
The Subjugator Grenade launcher comes with stun rounds as standard so they already have a 4+ ammo to aid in reloading, There is no extra benefit in picking up Smokes just for the 4+ammo roll. Smoke grenades are useful in thier own right but the Ammo roll is redundant in this case if that is the only reason you pick them
If I got rid of a couple grenades and run one of the Subjugators without any equipment I could afford another barebones Palanite I didn't necessarily think that was worth it but let me know if i'm wrong!
THe humble stubgun is a perfectly serviceable weapon. Good short range, decent short range accuracy, Plentiful and as it is a Stubgun and not a Palatine Stubgun and you have full access to the Trade post can be upgraded to various ammos. Don't knock it.
In general you have 4+ reload Boltguns (You don't need any more ammo types that are restricted from the Enforcer Boltgun when you have that), Concussion weapon options to bypass High toughness and the Magnacles and Flash weapons to really capitalise on them, Armour (and good armour at that), free replacement recruits, (Rookies are not that awful) and decent Trade Post access if you want.
Don't get the Enforcer Shotgun. It is identical to the Normal Combat shotgun you have access to in the Trade post except you cant get any of the fun extra ammo like Firestorm ammo.
(It has been FAQed that Enforcers can freely use the Tradepost and explicitly stated that the equipment list in the Book of Judgement is the standard list but squads are free to use whatever non standard kit and weapons they can get thier hands on if you really want a meltagun)