Currently what I'm running for my Z-Arc deck, the hand traps and side deck are constantly changing with this current format but the rest of the deck is fairly standard.
I reduced the size of the harmonizing package as going into baronne off it is always the best option and it allows for an easy siding pattern for swapping it out when going second or the match up it doesn't do that much in.
Without electrumite selene and exceed are both needed because they both serve the purpose of turning the trap online and also summoning gate magician on your oponnents turn to add follow up is one of reasons this deck is by far the best pend deck at the moment. It feels good to have a pend deck that is playable and doesn't get blown out as badly by having no non engine space and it also is super consistent while still always being a 2 card, there's a combination of 20+ cards if you open them together it's full combo, so you can draw 2 starters/ extenders and 3 hand traps and be able to play to full combo.
The deck does loose badly to droll with most hands but it can play around nib and stuff if you play to a weaker end board which is normally only setting up the trap with gate magician on field but a board nuke is enough against some decks and with hand traps in hand it makes it even better. S:P little knight is also insane in this deck adds an extra layer of interaction as an option to the end board which makes it even better. The deck does loose to droll, nib, dshifter like every pend deck but it's by far the most consistent pend deck to play.