I disagree with the notion of dropping Call energy. For one, you don't always have to use it, although the option to utilize it to bail out of a potential donk or get your Ralts and Baltoy into play for Spiritomb to evolve is very important. Also, turn 2 Psychic Lock is not necessary for the deck to win. It is amazing when it does happen, but turn 3 isn't horrible-- after all, that's about the rate that GG has been attacking at ever since DRE left the format, and it has survived with Weavile and Upper. The most important thing about DCE is how it lets you build back-up Gardevoir/Gallade a turn quicker than usual, so you don't have that dreaded gap between Psychic Locks. THAT is what lets games slip away. Chaining Psychic Locks together is what wins.
Also, Spiritomb is a great card pre-HGSS and it should only get better with that set out, due mainly to Pokemon Communicator. If people start trying to rely on it, they're going to suffer when you open with Keystone Seal. Running it yourself is silly with Spiritomb because you can't use it when you need it most, and Telepass will let you use their Bebe's/Elm once you have a Gardevoir in play to build back-up. Just stick to Bebe's and maybe a few Professor Elm's Training Method (4/2 ratio) so you have 7 total ways to get your evolutions out (including Luxury Ball, factoring Spiritomb out for a moment).
You do need to up your Gardevoir/Gallade line; Magnechu laid the numbers out nicely. You also need to run 4 DCE. It's essential. The Psychic should be upped a bit as well. With a mere 3 in the deck and no recovery, you're going to be in trouble after a few KOs, or if some of that energy is prized. DCE won't help you when you don't have the basic psychic, unlike DRE did. I would say 6 is a good number.
Although you can Telepass Aaron's and Palmer's to recover lost resources, don't rely on your opponent to play either of those cards at your convenience. Run a Palmer's of your own. Get some Cynthia's in there too, and possibly a Lucian's, but with DCE I don't know how useful it'd be anymore. Swap the Looker's for Wager-- it does both of the things Looker's does, simultaneously (hand refresh for you, hand disruption aka option disruption for them). I'd go 2 Moonlight; the lone BTS isn't needed. Add a couple of Expert Belt for sure-- 80 damage x 2 = OHKO on virtually everything in the format, whereas 60 x 2 hardly KOs anything anymore.
Drop the Drawer+ and Pokedex-- both of those cards are not only bad in most decks, but especially so here when you can't even play them under your or another Spiritomb, or Deafen, and when you have access to Telepass to get set up faster than most decks anyway since you get 2x the Supporter action per turn.
I'd run Nidoqueen over Dusknoir, since it would give you the ability to use Teleportation and Moonlight to get wounded Gardevoir/Gallade back to the bench without wasting any energy so that they can heal and come back out later; meanwhile, another G or G would be active continuing to attack. It's important to deny as many KOs as possible here in order to prolong the lock as long as you can, especially when you would usually be losing 2 prizes on a single KO (thanks to the double-edged Belt). You can also attack with Nidoqueen to the fullest extent if you have to abandon GG for some reason, or just really need to do 100 damage to win a game or take a critical prize (fringe scenario, but it might arise).
You might tech in a Ditto for anti-Gengar, because any SF-heavy variant is going to give you trouble. Weavile and Uxie and Unown G all let GG beat Gengar before, but now you're just going to suffer from Shadow Room, especially with only 1 Unown G, and you're also going to have to deal with Feinting Spell, which you never want to do with an Expert Belted stage 2 Pokemon with 3 energy on it.