Ever since I saw this make top at states (with me tanking with Chomp in the same tourny because of garbage matchups), I've been testing all sorts of different versions of this deck. I've gone through pretty much every tech you can imagine, messed with the trainer line, all that. I'm not going to show my list or reveal any super secrets I have in my deck because I'm playing it for regionals, but I just want to offer some personal insights from all my testing.
1. In my opinion, Pachi ends up being a lot of dead cards, taking up a dangerous bench space vs. GG with Dusknoir, and becoming almost totally useless after T1 if you don't start with it. I tried playing 4, I tried playing 1, and I tried playing 0, and I feel the slots can really be put to better use.
2. Rowan>Wager. If you play a wager against gardy, you really end up regretting it. I've had countless situations where I have either a rare candy or a togekiss in my hand, and need the other one, which is where Rowan really comes in handy.
3. Build your deck to have as little reliance on Claydol as possible. While it's a great card and all, there are numerous ways to shut it down, and that's what'll really hurt you.
As far as techs go, Garchomp is pretty lame, it doesn't have much to offer aside from what your deck is already doing. Dusknoir is interesting, and definitely useful as a surprise factor card, so it's a possible one. I've had some pretty awesome experiences with both Mew and Mewtwo *, but the fact that they have such little staying power makes them a waste of energy.
I didn't really have any room for SSU, so I decided to just not play it. I'm only playing 1 Togetic in mine anyways, so it's not that big a deal. Even though it has 10 less hp, I play the delta Togetic, solely for the fact that it has free retreat. (<3 for warp point)
I've been messing around with illegal animals, deadly hunks of rock, kooky energies and a deep southern favorite... but that's a story for another day. lol