Deploy interleaved. Every aura here is 6 inches and requires visibility. A daemon unit out of range of your Psykers has no invulnerable save against shooting and cannot cast, and a Thousand Sons unit out of range of a daemon Psyker gets nothing back. Mix them.
Cast with the units you want healed. Sorcerous Invigoration heals the manifesting unit, not a unit of your choice. So the sequencing question at the start of every Shooting phase is not just which Ritual to attempt but which unit should attempt it, and the answer is usually whichever hurt Psyker unit can reach a legal target.
Attempt the cheap Rituals first and unchannelled. Destiny's Ruin at Warp Charge 5 is a comfortable roll on 2D6, and because the mortal-wound risk only applies when you Channel the Warp, an unchannelled attempt is completely free. A failed attempt heals nothing, so reliability is healing. Save Channelling for the turn you genuinely need Twist of Fate at Warp Charge 9.
Take Curse of Life. At 20 points it adds 3 to every heal from the detachment rule, turning a D3 into 4 to 6 wounds. In a list built around healing repeatedly, it is the single best value enhancement available to you.
Take Nethershriek Mind-Eater on a daemon. At 10 points it is the cheapest enhancement in the faction and the only one a daemon character can carry, so it costs you nothing your Thousand Sons characters wanted. It forces a Battle-shock test on an enemy unit within 12 inches and deals 3 mortal wounds if it fails.
Remember the mustering caps and the Warlord rule. You may include up to 1,000 points of Scintillating Legions units at Strike Force, and no daemon model can be your Warlord.