I'd actually like to add in some more Warp Energies, rather than taking them out. They work well in Dialga-rich metagame and can help you to break the lock if your active Palkia gets Power Spray'd and Skuntank'd and Deafen'd. With Warp Energies, one would be able to promote Palkia more often after KO has taken place. 4 Switch sounds like overkill to me, you can work around Palkia's huge retreat in many ways, and with moonlight, you usually get enough restructures during the game to take a win. I'd like to increase the switching card count a bit, though. Usually the only times I have to use Palkia is after my opponent has Warp Pointed out from the lock (usually results KO, which results Palkia as active, which with moonlight gets me anything to the front) or in late game with Cressy (SSUs help here too, as you can try to pick up anything they bring active). With moon skips, 4 restructures (one for the lock, 3 for the KOs) are usually enough for a game. I really do want to try this with more switching cards though, they also help with getting out 2 Cresselias early. Just think the SSUs as multi-use flippy switch cards for now.
Rotom is my emergency accelerator. You can toss it active, put energy to Cressy from hand and two from discard. You can take the loss of one prize when you know that you can promote Palkia after that, restructure and take 2 with charged Cressy.
mikeynumber1: Yeah, I've seen that. Problem is: What to promote after Uxie goes to bottom? Would you promote your charged main attacker to take damage, something support to get locked or something weak to give 2 prizes for Moon Skip?
4-4 RoseBebe is to give most changes for early Uxie (3 Uxies, 1 Luxury, 4 Roseanne, 4 Bebe = 12/60, so essentially every fifth card in your deck is Uxie). I would play 8 Roseannes if I could, though.
I guess one Bebe can be dropped if more Lv.X search (premier balls) and more draw (Felicities? Cyruses in G variant?) get added, but it worked very well with 4 Bebes, too.