The Command squad was always a staple of my armies and will continue to be a staple when I am not fielding Deathwing or Ravenwing "Command Squads".  They pack a lot of punch and while expensive, I think they more than make up for the points spent.

The command squad comes in at a slightly higher points cost than standard marines, but you get a few things that I think makes them worth it.  First, the Fearless rule makes them a great unit for almost any role you give them.  Secondly they have access to the sacred standard if the army is led by an Interrogator-Chaplain which makes even more units fearless.  Everything else with the Command Squad is pretty much the same as their counterparts.

I think I will miss the 4+ Feel No Pain of the Apothecary, but the ability to save against AP1 and AP2 weapons along with the boost to Fearless makes this a very acceptable trade off.  I have always tooled my command squads to be a potent counter-charge melee unit or a tar pit against other nasty assault units, and I will continue to do so, although I now see myself taking a standard much more often than before.

For most games that include an Interrogator Chaplain, I believe the command squad will contain 2-3 Power swords, an apothecary, a Sacred standard, and a Power fist.  Although, now that melta bombs are so much more useful, I think the Power fist may get phased out.  That is one option I may have to look at a bit more.