Great Tusk ex - still stuck on "Fighting decks had no decent energy acceleration" limbo. The ability is only good if you hit had as fast as possible, on which it'll be unlikely. Be glad that Sada fixes one part of the problem, the other part is the damage output. Because you discard cards every end of your turn, you'll lose some important key cards you might next turn, increasing the cause of bricking your turn, why? Double Turbo cuts the damage to 240 and what if you faced a Charizard that lives an atk and probably next turn you'll losing Boss' or 1 Counter Catcher for the endgame, you'll have to divert your strat there.
Iron Treads ex - like F, M still don't have any. Even worse that it costs MMC, MCC just only need 1 Double Turbo and some random M to accelerate, This ain't. Which makes it fell to the Mirage Gate territory. 170 still fell short tho for 3 energy, just saying.
Mime Jr. - decent 1-of inclusion. Best since the existence of Cleffa. Possible comeback card.
Charmeleon - doesn't matter since Stage 1s often gets dumped in Stage 2 decks, unless you're Kirlia.
Kilowattrel - United Wings is a decent deck with a decent dmg output of 240 maximum (not enough to OHKO a Charizard). Sniping would be nice if you can OHKO. Bet it can only OHKO support mons. I love sniping bench attackers so that the opponent will go desperate to retaliate you, especially if the ones get KOed banked energy already.