While P.U.N.K has good floor and a nice going second after the support it got, things that materiactor lack both and even has a low floor itself, but by adding both materiactor raise the ceiling of P.U.N.K. by a lot, it adds multilayer interection to P.U.N.K., like handtraps, traps and a single conditional bounce and with new P.U.N.K. cards materiactor gains a lot by all the protection from interections and extenders that P.U.N.K. gives, like a protection to nibiru with the new JAM FEVER!, but this deck is definetely hard to pilot, but I consider it the best variation to materiactor out there and since this deck won't get talk anywhere this is probably the best theorycrafting you will get out here.
As always you want to start with P.U.N.K combos to break boards or to get handtrap out of your opponent and reach JAM FEVER! to protect your materiactors when you want to deal lethal or build boards with them, the xyz armor package is literally the blood and soul of this deck, it add interection and will probably draw you a extender/handtrap/trap and give your Materiactor Exagard a material that could be a handtrap for next turn to add or a materiactor to activates it's own very conditional effect if you're luck. The extra deck is really tight and you really can run out of gas trying to break a board while building your own, neither P.U.N.K of Materiactor has good recovery so by turn 6 you are probably out of extra deck to do anything, but you can add another options, Gigaboros is rarely useful since you need luck to get a handtrap with meltdown since you only want to use meltdown with the xyz package already, it's easily replacable as the second S:P, you could add more P.U.N.K extra cards to go longer.
The number of cards are those because you're running like 8 one-offs, while only one of those is really a brick (Full-Armored XYZ), you definetely don't want to see them often as there a better starters and extenders, if I could I would run definetely a 50 card deck but there a 3 conflicts in bulding the deck. 1º You want all the extenders and gas as possible so you need to run a bigger deck so you don't draw the bad stuff often. 2° Materiactor want a smaller deck with a lot of handtraps to get handtraps and materiactor cards to add from meltdown and you because of the number of materiactor you want to see atleast one of them in your hand but no more than 2. 3° you really want to see punk cards so you run a lot of them that are extenders or combo pieces to break/build/protect boards since it's doing the heavy lifting.