My gf runs TECK and her Poké lines are much lower, with the exception of Electrode.
Her Poké lineup looks like this:
3 Cobalion
3 Kyurem
3 Terrakion
3-3 Electrode
And her energy lineup (I think) is this:
4 Rainbow
4 Sp. Metal
4 Water
2 Fighting
Giving you 8 Metal, 8 Water and 6 fighting while only taking 14 spots. With Lightning soooo prevalent in today's meta, a beefier Terrakion line can mean the difference between 4-2 and 6-0
Because you're attaching from the deck, rainbow doesn't cause damage when attached, and it thus makes things a lot more consistent. With ND coming out soon, you'll also have Prism Energy to play with, meaning you can cut the water and fighting lines down to maximize deck space
EDIT:
I just looked at your T/S/S and boy golly, it needs work.
I understand you lack collectors, but those are the BACKBONE of any deck. Make some trades, buy from your local card shop, borrow from friends when at tourneys, just make sure to have them in your decklist. Also, increase your Pokémon Communication to 4. You can survive with 3 Collector, but you need 4 Communication, as it's the only search card we have atm. If you have to, trade someone a Kyurem and Cobalion for 3 Collector
Plus Powers are unnecessary, as you're not gonna be able to OHKO anything competitive without hitting for weakness, which is what you should do anyways. In the same but also different vein, Black Belt is useless and counter productive, as a Twins is more useful any time you could use a Black Belt.
N is also unnecessary, because you should only be behind in the prize race Turn 2 or 3, so N would cripple you as much as your opponent.
Super Rod is better than Energy Retreival, and more or less makes it redundant tbh.
There is MUCH better draw power than Cheren, a la Juniper, Sage's Training and PONT.
Also, I don't see any Catcher nor Junk Arm, which are necessary if not running Vileplume. I hate Catcher as much as you, but as long as it's in the format you should take advantage of it, because your opponent's definitely will. As for Junk Arm, it basically gives you twice as many of your trainers to work with, allowing for super flexibility.
So my suggestions, Trainer-wise, for you:
-3 Dual Ball
-3 PP
-2 Energy Retrieval
-2 Black Belt
-2 N
-2 Cheren
-14
+3 Collector
+2 Communication
+3 Junk Arm
+2 Catcher
+2 PONT
+2 Sage's Training or Juniper
+14
I would get rid of 4 energy to allow for more PONTs and Sage's or Juniper (replace 4 water and 4 basic metal for 4 Rainbow)