TBH I would just run either Volcanion or Ho-Oh/Salazzle. It looks like Ho-Oh and Salazzle are the main focuses of this deck, so I'm assuming you'd rather play that. I can see why the Volcs would be tempting, but in actually, they just clog the deck. Here are my suggestions:
-2 Volcanion-EX, +1 Ho-Oh-GX, +1 Wicke. Ho-Oh is your main attacker and you want to start with it, so I think the four count is the best way to go. Wicke is just for more consistency and because I had an extra spot I didn't know what to do with
-4 Max Elixir, -3 Po Town,+1 Tapu-Lele-GX, +2 Field Blower, +1 Salandit, +1 Salazzle-GX, +2 Scorched Earth. Max Elixir becomes pretty useless after you've Kiawe-d Ho Oh, and with Volc gone, it doesn't really make much sense to keep them in. Po Town just doesn't seem to do much for the deck; I think Scorched Earth is better for the emergency draw power it provides. Field Blower is great to have and is just too good not to include IMO. The third Lele is useful if you prize a Lele and it also makes your T1 Kiawe that much more consistent. Thickening the Salazzle line is just for added consistency/prize safety.
-1 Switch, +1 Float Stone. Float Stone is just generally better than Switch, and if you're worried about attaching it to something in case you need Band for the same Pokémon later, there's always Guzma to solve that problem.
-1 Volcanion, +1 Rescue Stretcher. You have Turtonator for Energy acceleration/recovery and Rescue Stretcher can dig you out of some spots Super Rod otherwise wouldn't.
That's all I can think of; I hope this was helpful