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1) Definitely Imps. More consistent damage, and preventing the enemy Warlock from casting spells is a powerful ability (and not just against him).
2) Fire Demons, because I often play as Grok and like to teleport them to neutral ranged units, and they are also more durable than the higher-tier demons. Yes, the damage from "Explosion" isn't amazing, but the higher-tier demons die too quickly despite their jumping ability. Unless you jump with them when the enemy will be 100% killed by their attack, but unfortunately, this doesn't always happen.
3) First, Cerberuses, then I transform them into Fire Hounds to fight against heroes.
4) Still, Succubi, except when playing against demons. Temptresses are good because of their ability to charm, but losing your only ranged unit among demons for a few turns to an enemy unit is not ideal. It's better to eliminate the enemy ranged units with Succubi, and they are unlikely to retaliate. :)
5) Hellhounds, if the enemy doesn't care about their defense (Undead, Minotaur Overseers for Castle), or if they have high defense (Humans, Orcs, Dwarves). Nightmares, if the situation is the opposite.
6) Usually, I take Cave Lords, and together with Archdevils, they can deal significant damage to stacks of levels 6-7. If I'm playing against races where small units with weak defense dominate (Demons, Castle, Orcs, Academy), then I take Cave Dwellers. An extra 50% resistance to impact spells from a mage won't hurt. :)
7) Definitely Archdevils. No summoning can compare to teleported Lords/enemy ranged units. Also, with their help, you can move Hellhounds with Cerberuses or again, Cave Lords through walls (if they make it).