This is the Dinomorphia build I use and I'm pretty satisfied with it (got excellent results at locals).
It's pretty much classic. I tried many builds like PUNK/Dinomorphia to abuse of Psychic End Punisher but was sometimes too bricky. I think pure Dinomorphia is the best after all. They don't really need external support except for the generic traps of course.
I know some of Dinomorphia players won't agree with Skill Drain since we have Rexterm that does pretty much the same job but it's a very strong floodgate that allows your Kentregina to be full power and it's a backup plan to Rexterm. It also prevents you from stupidly dying to a direct attack (Hayate, the ritual Libromancer...) when you're low in life points. Your opponent destroys your Skill Drain? It's not a concern: just make Rexterm and Skill Drain is basically back. I owe so many victories to Skill Drain.
The other floodgates are just about preferences and the decks that are played at your locals. You can play Gozen Match or Rivalry of the Warlords if you want to.
The side deck will help you to deal with going second: Shifter can end your opponent's turn, Lava Golem can get rid of problematic cards, Evenly Matched, well, you all know how strong this card is...
I made the choice to not run hand traps for the moment but maybe I will include Ash in the near future. But really, you don't need them in a deck that relies heavily on traps. If I'm reflecting on Ash it's only because I want the possibility to make Psychic End Punisher.
I'm also reflecting on some other cards: fossil dig + Misc, Lost World...