I have been playing around with decks similar to this, and I feel there are two ways you can go with it. At the moment, your deck seems to be trying to push in both directions at once and that's not really going to work out.
Either you ought be looking at Incineroar's first attack, building a Skyfield deck, flooding the bench and utilising benchsitters like Salazzle to add an extra 30+ to beef up the power of that.
Or you should be looking at setting up the second attack with Turtonator-GX as early as possible, making a Scorched Earth deck, trying to discard lots of energy early in order to swing for the bigger numbers later and bolstering those numbers with fliptini and Choice bands.
Both deck strategies require so many pieces in place that it is nigh-on impossible to do both. Don't get me wrong, occasionally you might use one attack in the other deck through necessity or luxury, but your focus needs to be one thing or the other and build your deck structure toward that. So first things first you need to decide which it is. Let me run through my thoughts/findings on each.
Scorched Roar:
Your main goal in the first few turns here is trying to get five energy in the discard so that Turtonator's GX attack sets you up for the rest of the game once you use it. By which time you want an Incineroar or two loaded with three energy, along with a Turtonator as well hopefully. To that end you should max out counts of Scorched Earth, Sycamore, Ultra Ball and Acro Bike. One additional way to dump energy you might consider is a 4-1 line of Talonflame Break. On T1 it can help set you up and find the cards you need such as a Rare Candy/it's own Break card. T2 it hits for a pretty substantial 150 base power while also moving a pair of energy to the discard where you want them for a T3 Turtonator set-up to sweep the game with. It adds dead cards to your deck but since you are discarding a lot early, hopefully you can use these cards as fodder when you can't find an energy.
You will want Fliptini in to make
Tiger Swing more effective, and it can also help with Torracat's
Fury Swipes when necessary. A single copy of baby Volc *could* be useful later in the game to recoup some discarded energy if you over-extend early, or after using Turtonator's
Bright Flame, but it's a bit full already and hitting for 20 isn't great even with Bands & Kukui's. Unless you were to go some other Bursting Balloons route looking to Turtonator's first. But as it stands, straight Energy Retrieval/Fisherman is probably wiser.
You do need the Choice Bands for the additional damage when the flips fail, Kukui is also a good addition for this matter. Hala is a nice add since it's a deck where you expect to GX early but a one-of is plenty. Teammates could be a worthwhile addition (in both decks) since you can expect Victini & Litten to go down early and often and you need specific cards. Ace Trainer for the same reasons. A Lele to find these one-ofs at the right times. Plenty of recovery options too - Rescue Stretchers, Rods, and Energy Retrievals - because you
will be forced to discard cards you'd prefer not to.
Just as a thought to mull over, Mallow could work here in the early game combined with Acro Bike. You have Mallow & a Bike in hand, you pull the card you want plus an energy to top of deck and Acro the energy to discard. Not as good as a Sycamore will usually be, but might be interesting. In addition, Mallow can also be utilised by playing it to find two cards, then Scorched Earth-ing one energy to draw both. Quick Candy & Incineroar for you there.
Obviously forget the DCE in this build, as many basic fire energies as you can fit. I don't think Max Elixir adds that much to this deck - unless you are poised to rare candy a Litten you are left adding to Turtonator only.
Skyfield Hustling Strike:
Meanwhile in a
Hustling Strike focused deck I don't actually like Oricorio as much as I thought I would?? It's fine if you happen to open with it and are going second, but other than that it adds nothing but fuel to Hustling Strikes flame. It's very rare you will want it in active T2 or later. The idea is nice but preferably you are opening with Brigette for the same end. Salazzle though oh my, is such a beautiful partner - that extra 30+ damage is just what you need so that you don't
have to always be relying on Skyfield. Rather than Oricorio I would prefer some other more useful fire basic like maybe Heatmor BKP or one of the Entei cards.
The real key to this deck is the Stadia. You want Skyfield out whenever you can to max out Hustling Strike's damage. But of course your opponent won't just allow you to do that. At the same time, you want to be able to clear off your bench, cards such as Shaymin & Lele which are adding nothing to your total, plus also recycling the Salazzle since they are one and done (devo spray will only get you so far). I would go for some kind of 3/1 split (or 3/1/1?) between Skyfield & Altar of the Sunne (& Silent Lab?), as well as adding a Delinquent so you can clear your bench at will. (also keep an eye on
Salazzle GX when it drops as a one-of).
Between the Stadia, the Candy & the Max Potion, this deck could possibly benefit from some specific targeted search such as Skyla. Again you will likely fall into a play-from-behind pattern so cards like Teammates & Ace Trainer can work here. Apart from that, a pretty standard engine is all you need.
If you are still interested (and I see this is a two month old thread), I can post my lists later on. Best of luck.