Changes seem good, it's just that a turn 1 Kaiwe to me is worth the effort for any Fire deck. The set up turn does soack up quite some spots but the pay-of is massive. I think Flareon EX and Ho-Oh GX have slightly different and very useful purposes. Hitting for 130(+30) with Flareon EX + Volcanion EX remains fantastic but more important is that other benched Flareon can demand the Fire Energies which in turn allows you to continue the massive set up that Kaiwe's energy support allows for. Meaning that after the first KO another Flareon EX will be ready to go. Ho-Oh is very nice but also requires an additional Escape Rope or Float Stone to continue to be effective, not an issue but a factor.
If I where to run the deck I'd likely convert the line up to:
4 Flareon EX (great start up, great on bench due to Flashfire + Kaiwe)
3 Ho-Oh GX (great follow up and awnser to weaknesses)
2 Volcanion EX (damage engine)
2 Tapu Lele (guaranteeing the turn 1 Kaiwe)
X Utility you like
3 Kaiwe (for set up turn 1)
4 Nest Ball
X Supporters/Trainers you like
Many more engine options are available but the essential set up here is to start out with either Flareon EX or Ho-Oh GX and have that guaranteed Kaiwe turn 1. The prime reason as to why I'd run 3 over 1 is because the set up should set you so far ahead that there will be turns where you can afford to not attack for a turn.
A 3 Kaiwe + 1-2 Energy Recycler is also the perfect way to ensure you will always have sufficient Fire Energies in your deck to search up and next to that it synergies well with Volcanion EX, who's relevance remains but more as an additional damage engine. So why do I like Flareon EX so much in the set up? You won't always need 130 damage to go for 2HKO's and it allows you to continue to cycle of the advantage the turn 1 Kaiwe grants you. Which is massive. Frankly speaking I don't know how I'd deal with Flareon EX right now with the guaranteed 130 damage shots from turn 2+.