OK, let's talk basic deckbuilding theory for a second.
You don't really want 6 FFQ's, and here's why: they're expensive, and if the enemy has enough CC to obliterate 1 or 2, you're already dead. You only really need one in play to get the deck rolling, but if you draw 3 or 4 in the early game they'll clog your hand so much you won't be able to get a lot done.
So -1 FFQ.
Fireflies are cute, but not terribly efficient in terms of damage, and you're not really doing all that much with the
quanta until you get a Queen out anyway, so -3 Fireflies.
1 Empathic Bond and a shield that doesn't block any damage? That won't keep you alive long enough for Thorn Carapace to do it's thing. -1 Thorn Carapace, +1 Empathic Bond.
So far we're still 4 cards shy, but we'll get back to that.
What QuantumT said about Pendulums is spot-on. -7 Air Pillars, -4 Emerald Pillars, +10 Life Pendulums. Yeah, that's one less total pillar.
What PrimaryColors said about Rustlers isn't quite spot on as you don't need one to get your combo started, but they do die really easily, so an extra would be good. +1 Rustler.
With three cards left, you have to keep yourself alive long enough to get all this going, but without massively disrupting your early-game quanta flow. Fortunately Air has the answer: Fog Shield. +2 Fog Shield.
And finally, with 2 cards left, something to really seal the deal in the late game: +1 Hope and +1 Crusader to pick up some more anti-critter power off of your bow.
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That's my take on this. I hope it helped.