I don't see how you're closing out games with 8 energy cards and an attack that discards 3, and if you commit 4 energy to a Luxray BREAK and that gets KO'd, you lost half of your energy pool.
All of your attackers need 3+ energy to deal anything more than 30/60, and the Mismagius especially are super free KO targets so you're never using the 2nd attack.
You need to play something like Rayquaza from GRI to keep your energy cards alive, and I would also include DCE for said Rayquaza and for Luxray BREAK as well.
I would personally drop the Mismagius line altogether because you have two attackers that lock, so you can only have one or the other at any given time. Item lock is vastly superior to Mismagius' locking potential. Heck, the item lock of Luxio also covers Pokemon Tools that Misamigus locks, so comparatively you're only locking stadiums which currently no one plays enough of and special energy, and most decks don't play exclusively special energy, so you're essentially locking nothing half the time unless you know your opponent's hand. I would never prefer locking with Mismagius over Luxio, even against a Po Town deck. Most of the time a Po Town deck running 4 copies will have Po Town down before you even get Mismagius into play. It's just mathematically not in your favor.
-2 Mismagius
-2 Misdreavus
-1 Shining Celebi - You should only ever want this in play if you have a Luxray evolution line in play that's survived. That's not going to be always. I'm replacing this with a rescue stretcher since you absolutely need rescue stretcher in a BREAK deck. Plus, with tons of Garbodor variants running around and only 2 field blower, you can't guarantee to even have this up and running even when you want it. Volkner is not always going to be your best supporter for turn.
-1 Max Potion - Don't forget the mirror match. You've got 4 dead cards in the mirror. 3 is plenty. You might not always be discarding for 150 either - you are occasionally going to be going for BREAK's attack and keeping your energy. With 2 Volkners you should always have it when you want it.
+2 Rayquaza GRI - Mentioned above, you're not closing out games with only 8 energy cards and no recovery/acceleration. Your only other option, Raikou, has worse energy acceleration and has the same HP, so both have the same OHKO conditions to Buzzwole. Rather take the one that has better acceleration.
+3 DCE - Use these for Rayquaza to re-enable your Luxrays to attack. Also useful for BREAK's attack cost of 2L + 2C. Don't need 4 because this isn't something you need immediately.
+1 Rescue Stretcher - explained above
-3 Psychic/+3 Lightning - since we're killing Mismagius, drop the Psychic.
I'm fine with Wally as an option, but I'm not sure if more than 1 copy is needed. If the purpose is to get a Luxray on T1, this is something you're going to Lele for and never need ever again. 2 is fine for now since this deck still needs testing anyway.