(( Hey joshw428,
Just some quick thoughts, as I want to get back to watching Fate: Stay Night again.
Anyway, here goes. Sorry if some of this seems basic. I'm including it, as you said you mostly play knights, and might not be that familiar with Empire Foot.
1) At 1000 points, you really don't need a cannon. You shouldn't see a whole lot of stuff with Armor Save of 2+ or Toughness 5+, since the points are on the lower side. You already have the Volley Gun and Engineer combo. Pretty much everything sweats a boat-ton of Strength 5 Armor-Pen shots, at BS 4. As such, you could save a boat-ton of points, and drop the cannon.
1-A) I would suggest pigeons for the Engineer though. At some point, your Volley Gun will blow up, and pigeons give your Engineer something to do.
1-B) Anyway, your Volley Gun can secure a flank all on its own, given that you're protecting a town.
1-B-1) Also... sometimes it's worth while to sacrificially charge your Engineer to protect your Volley Gun.
2) At 1000 points, you'll pretty much own the magic phase, if you have a Level 4 wizard. You might be able to save some points, and drop your Wizard down to Level 2. Still magically potent, at 1000 points, but 1/2 the cost.
2-A) I'm assuming you're doing the 50% characters as well, as, otherwise, you're over budget.
2-B) I'm... not terribly fond of Light. I know why people play it, it just gets overplayed where I am. And, as such, everyone has a fairly effective SOP for "Turning Off the Lights".
2-B-1) I tend to like Shadow (as you can cast Hexes into combat), Beasts (as it has one of my favorite spells in the game, Curse of Ahnreir), and Fire (Because I like to BURN THE HEATHENS... and Because Flaming Sword of Ruin is an awesome spell!)
2-C) Also, right now you do not have a dispell scroll. It isn't required at 1000 points... but it might be worthwhile to have one, as Chaos can throw out some stupid-ugly spells.
3) Not fond of one-use items (other than the Dispell Scroll), and the Luckstone is a one-use item.
3-A) For your BSB, you can get him a Pistol as well. Gives him a reason to have BS5, and opens up his Threat Radius a bit. Even if you only ever cause one wound with the Pistol, that pays for itself.
3-B) I also like getting my BSB Ulric's Cloak. (My BSB tends to have Full Plate, Sheild, Pistol, Ulric's Cloak). For its cost, it gives him some solid protection, and the added bonus of being -1 to Hit in melee.
4) For your Warrior Priest, you might want to consider the Dragon Helm. It's a cheap way to improve your Armor Save by +1, and it has the added bonus of making him highly resistant to Fire based damage... which is oddly common.
5) Just so you know, Archers trade offensive power for mobility. You should keep them moving each turn, as it lets you maximize their Skirmish abilities, and continuously take shots of opportunity.
5-A) Keep in mind that Empire BS really sucks... so don't expect your Archers to hit often.
6) Even at small point games, our basic cavalry is cheap and still effective. You might want to consider a small squad of cav (5 PAX) with musician... just to give you something to exploit any opportunity charges that become available.
6-A) Your swordsmen will struggle to wound, so having them work in tandem with a small, squad of knights allows the Swordsmen to add the Rank and Banner bonus, while the Knights cause a few wounds.
7) 10 Free Company aren't going to really add much of anything. They have no protection, and little staying power. Instead, I'd suggest using them as filler in your Swordsmen block, and upsize your Swordsmen to 28 (30, including the BSB and Warrior Priest).
Anyway, just some quick thoughts. ))