Engage might be gone, but the engine is all there, and it allows you to go +1 every turn.
The main strategy is starting your Sky Striker plays going second, do the Hayate-Kagari play and end with Shizuku adding 2 cards on the process.
You need 3 Roze to draw them consistently. Hayate can send Raye to the GY and don't forget to use Roze's effect.
Ghost Belle and Called by the Grave are musts against hand traps because if your cards does not resolve you cannot control the board. (Keep in mind that Belle can negate Called so that your Raye will resolve)
This is basically the same thing we've been done during the last format, but now Pot of Avarice is unlimited, and in this deck you can basically call it Pot of Greed. Now you don't need to worry about using all of your Link monsters because your're going to take them back anyways. there's no need to run Hercules Base, whose equip effect was almost never used.
Foolish Burial goods is still alive and it helps you getting your widow anchor if forced to go first. Three copies of Area Zero will help you change brick spells for your engine cards and the field's second effect is more accessible with Zeke.
Please, don't run multiple copies random Striker cards like Jamming, Eagle, Vector, Scissors. I'm using 2 Cannon and 2 Afterburners because they are really useful, but there are no excuses for running Scissor or a Second Jamming Waves, keep in mind that if your Engine is disrupted you need defense and draw power, not a third Eagle Booster.
Sky Striker Ace - Zeke is the new Link monster, and that card's effects may not impress that much but it does so much for this deck. Now you can take you opponents monsters (shark and anchor) without fearing a field miss and link them off for another Sky Striker Ace monster ending the turn with your spells on full power. The Banish effect is really convenient because it helps you clearing the board, but also versatile once you can banish himself to always have a play or banish the monster you took with Shark Cannon, so that it can attack when it comes back. Not to mention that Zeke has a down arrow which helps you making Ningirsu.
The hand traps are really important because they can fulfill your graveyard with targets for Avarice and simplify the game state. Also you can normal summon them to link scale when needed.
Pankratops is a good body that can help you outing Imperial Order, link scaling and doing that extra damage Sky Strikers Need from time to time.
Of course this deck is not good going first, but it's one card engine allows you to side whatever cards you think will perform well on the format like TCBOO, but in this case i'm running Dimensional Barrier. Against Combo decks i'm running Sphere Mode and Dark Ruler no More, but if you don't want to give away your normal summon just use Nibiru instead.
On the overall Sky Striker might not be the most explosive deck available but you have a ton of in-theme disruptions and a lot of space for extra negates which makes it playable.
The deck could be even more powerful with Mystic Mine, but i don' like that card and i think you have to play the deck in a complete different way otherwise you will just be surprised when your opponent outs it and OTKs you :)