Yeah, I remember this deck from the last time we discussed it. Fun stuff.
Definitely increase the Tranceivers to 4; you need it for the Holon Engine. Scott's fine for your deck; try grabbing a Stump and two Supporters when you use it initially. That'll allow you to get some immediate use out of it when Stump's not already in play. (Incidentally, you may want to think about increasing the Stumps by one or two in order to get more use out of Scott and to guard against Stadium clearers.)
I prefer Adventurer over TVR, as you can get more out of your Holon Engine that way. In fact, you might think about going 4 Adventurers and dropping a Scott if you don't boost your Stump count.
Lass is alright, but don't get too reliant on it. Maybe it's just me, but whenever I use it, the thing has a tendency to backfire. (Another reason to play two instead of one...) Just test it a few times to see what the odds are of getting the energies you want when you want them.
Otherwise, I think this looks pretty good. Looking forward to your City Championships report!