Neither Manectric nor Dragonite had the energy acceleration available that we have currently. Costing something [XCC] is basically costing it 2 energy. The current Deafen is essentially 20 for 1, with Energy Gain. You're proposing essentially 60 for 2 with the lock effect.
BTW, I hate power creep in all of its forms. I'm a very traditional type of card creator, using the very old-school rules for attack costing. Here are the "rules" that I'm talking about...
Basic Pokemon:
Colorless attack costs are worth 10 damage or a decent flippy effect.
Colored attack costs are worth 15 damage or a good flippy effect or a decent effect. (rounded either way, depending on stats like HP, Weakness, Resistance, and Retreat)
For Stage 1 or Basic LvX, increase by 5 or 10 damage.
For stage 2 or Stage 1 LvX, increase by 10-20 damage.
For Stage 2 LvX, increase by 20-30 damage.
Increased damage comes with a cost. For example, discarding a single colorless energy is worth 10-20 extra damage. Discarding a colored energy is worth 15-25 extra damage. Self damage is proportional to increase in base damage. Preventing the self from attacking is worth a decent increase in attack damage. Coin flips can double damage without other effects.
Positive effects comes with a damage cost, or a cost as outlined above, or a coin flip.
Believe it or not, by all of this, Luxray is a balanced card without an Energy Gain. So are most of the SP cards. It's the reduction in their energy cost by Energy Gain and Double Colorless that made them broken.
So, your 60 for [XCC] is fine without an effect, depending on the stage of the Pokemon you're dealing with. For the Deafen effect, I'd like to see the damage reduced somewhat, or the cost increased somewhat, especially with DCE (and potentially Gain) in place.