Try this...
-2 Revive (rescue energy is enough and even better for reasons I'll explain later.)
-(1-1-1) Emboar (only run 2-1-2; it is not necessary to run 3 to get out turn two or three)
-(2-2) RDL (take them out for now to focus on consistency and getting that fast start you want. Keep in mind that it's complicated to bring out especially with hand disruption like judge and lostgar, and it is OHKO'd for 2 prizes easily by zoroark, bouffalant, and cincinno. He's a late game sweeper at the most, but for the most part will hurt consistency in this deck. Test without it first and see your matchup results, then decide if you still want/need it.)
-1 Reshiram (you only need three if you have good recovery which the rescue energies will provide. AND your preferred starter for this deck is cleffa with it's zero retreat cost and the ability to help you set up within those 2 or 3 turns. If you run 4 reshiram and only 2 cleffa the odds of starting reshiram are MUCH higher than cleffa, and believe it or not, from my testing, stage 2 decks, or anything running zoroark can be ready to OHKO a reshiram on their second turn. So yeah run one less to maximize your chances of starting cleffa.)
-1 Fisherman (This is one of those cards which you wanna test with only 1 frst. If you run 3 Energy retrieval and 4 junk arm and the high hand refresher card count that I suggest later (oh and ninetales), those cards will help you move through your deck and discard to find the energies that you need VERY consistently. Still being able to bring back four on a tough spot like having to retreat an emboar the hard way, or just buying yourself 2 turns of energy is good...so keep one...and after testing, if you can find a spot to put another, then great...I honestly only think you need one though.)
-2 Interviewer's Questions (I need to test with this card. All I can say is I don't run it and I set up great and always have energy.)
-1 lightning (obviously if you're gonna test without RDL, replace with an extra fire...those are always good and add consistency to this deck.)
+2 cleffa (Again...maximize the chance of starting with it...also great communication fodder to find pieces that you do need, or for junk arm)
+1 Pokemon Collector (Having four maximizes the chances of you drawing one first turn, or early game while you're setting up. The reason I like four of these rather than 4 dual ball, is that even though it is an item-supporter, collector gets you 3 pokemon for sure, and this is great early game for this deck, not affording to discard many things with juniper to run through your deck. Dual Ball only gets you 1 pokemon on average, 2 if you're lucky, and even then sometimes that's not good enough for this deck, and occasionally you get nothing which is just terrible. Dual Ball is still a good card to have when you need that extra reshram mid to late game, or you need ANYTHING to communication so the 2 s fine, but collector is something you want more chances of starting early or first turn with.)
+1 PONT (Will help you move through your deck, sending cards you don't need at the moment (but you can't afford to get rid of with juniper) and getting a fresh hand with energy, energy retrievals, junk arms to get those retrievals and therefore energies, or anything else you might need to set up early game.)
+1 Rescue Energy (adds recovery and consistency to the deck, allowing you to keep a steady stream of reshiram going, and also providing that colorless requirement that blue flare has, so that if they knock you out the next turn, you don't lose any fire energy with the knockout.)
+1 Fire
+2 Professor Juniper (Although you might be scared of running this...you will find that you can use it in late game situations when your deck is thin and you just need to draw into that one card...you will ALMOST ALWAYS have the option to PONT or eeeek instead, but this is definitely a good card to have, and adds even more speed and consistency to the deck. I've found that in this deck the almost perfect line of these are 4 pont and 2 juniper, as opposed to the other way around like some stage 2 decks run.)
+2 Pluspower (need it for mirror and anything else that is 130 hp. Trust me...it's a MUST)
+4 Junk Arm (And FINALLY...I've talked about it a lot and here it is...these 4 babies will add consistency to this deck like crazy...test it out...if you decide to not take a lot of my advice at the least, take this one.)
Try to at least test most of these suggestions...I haven't tested against everything so I myself am not sure what techs I wanna throw in the deck, but this will get you the result you were seeking and after testing, you can decide how to further improve this.