Really? Really Dual Ball is so bad? It's highly unlikely you will get your zekrom, two lighting, one pokegear/collector hand that you want, 30% of the time I pull it off with a Zekrom start, get like a bad hand and end up Junipering/PONTing for a new hand and pulling in a dual ball, junk arm, and two lightning or something. Try testing without Dual Ball, and see how many times you end up one pokemon away from that t1 Bolt Strike. You don't have to be totally reliant on Dual Balls maybe only run two, but you often run into the times where you need it. A 4-2 Split between Collectors and Dual Ball is fine too. Trust me, if there was a card that could give me one basic into my hand I'd run it, but there isn't.
It is only about 40-50% of the time you can get a T1 Zekrom. It is about 80-90% that you can get a T1 Tornadus, and the only played basic that Tornadus cant KO are Zekrom and Reshiram.
Why is it such a big difference? You are running a huge energy line, and the only difference I see between the two is the fact that you can DCE, and self generation one instead of two. If that's a problem for you, then I suggest changing your decklist. If it really is that huge of a difference though I get your point, but I don't understand how. Once you get that % up, Zekrom is always better. Being OHKOd by Reshiram and Opposing Zekrom is just too messed up IMO. You may not believe me, but at least test my changes and see how it goes. I've been testing ZPS for this format since nats last year and have gone to one BRs and placed 1st at the BRs. Cleffa you say is the opposite of what this deck is trying to do, and I totally understand that, but if you look at my view point, sometimes you are going to get horrible hands that you absolutely need to get out of. Cleffa also has free retreat making it a good start in case you don't get your favorited start. In my Gengar list that I played at nats in 09-10 I ran 1 Spiritomb AR. It was counterproductive to the deck, because I was running SpeedGar with plenty of trainers (no vileplume out yet though) but every once in a while I'd get a horrible start that I would absolutely NEED to stall, while also evolving precious Baltoys. Energy Search is reusable energies, I get that, but you don't need that many. Once you hit one you can keep Junk Arming it if you absolutely need it, but you usually don't. The problem is if you run out of energies the Energy Search is useless. Trainer Lock is also a problem. You are running way too many energies too, this is why I'd want to take some out. I only run 11 Lightning and 1 ESearch and I haven't run into any problems. On the Sp.Dark thing, yeah I agree, didn't think of that, but I find it nice to move an energy back to a Zekrom, because Tornadus has such low HP that it gets OHKOd by Reshiram and Zekrom, and you're running huge amounts of energy anyways so if it doesn't die just attach another. Catcher is just as important in ZPS and in your ZPST. But the fact of the matter is, it's dead draw in the beginning of the game. You want to up your 1st turn starts, without running into problems late game, but 3 Catchers, and 4 Junk Arm is definitely enough. Definitely. Please I understand if you wouldn't want to try my changes, but trust me on this one at least test them for a few games. After that the choice is upt o you on how you want to run this.