So this gist of it is that Darkwurm + Vaylantz Field Spell is full combo, and any additional names help you play through hand traps. While hands that aren't exactly Darkwurm + Field Spell can vary in their effectiveness, many of them are still full combo if you know how the cards work. The only real issue is when you inevitably auto-lose to drawing 5 field spells; You're playing a Math game with this deck and just have to accept that it's how the deck works.
You have roughly an 80-82% chance to open Darkwurm + Field Spell in your opening hand.
Shifter, Droll, and Nib are still problems, but what else is news. We're playing Pendulum.
Beyond the Pendulum should have a once-per-turn on its search if they're going to print a card that gives you a second Pend Summon
It might as well be Electrumite with extra steps in this deck.
I ran the math through the calculator, and 43 appears to be optimal. You can drop to 42 cutting Talents but it only gives you an extra 0.5% chance for the combo, so I'd rather have it as an option for Thrust or to draw.
Combo Video:
https://youtu.be/AqCd5_OH0Wg?si=8emb7YNJKG4GbWRp
Going first you make Vortex, Time Pendulumgraph, Selene and Ebon Illusion with Supreme King Gate Magician in Grave, and you almost always have insulation from Imperm/Evenly/Lightning Storm because of the Vaylantz Field Spell. Summon SKGM during the opponent's Main Phase with Selene to search Soul of the Supreme Celestial King on their turn, and Ebon Illusion allows you to activate it at any point from your hand to summon Z-ARC and wipe your opponent's entire board.
Going second you Hard-Make Z-ARC with Astrograph's hidden effect or ZEUS them for their life savings.
I'm not sure if it's how you should play this deck, but it's certainly a way to play the deck.