With the sundials, the following situations occur:
1) You are dominating the game, and are going to win. You don't play the sundials because you don't want to block your own attacks.
2) You are getting your ass kicked, and are going to lose.
a) The sundials don't help you anyway, you just lose a turn later
b) The sundials save your bacon, and they make the difference between winning and losing.
Thus, whenever situation 2b occurs, this is when you want the sundials. I found that usually I was in one of the other situations, so either I just delayed the inevitable, or I didn't need them. You may find that they are more useful to you; it might depend, your playstyle might differ, or your skill level might be higher or lower than mine. I think I'd definitely take out one or two of the steals, though. I found that often I didn't want to steal a weapon or shield for fear of destroying the one I already had, and a lot of FGs don't have that much else worth taking, and those that do have something worth taking, have a LOT of permanents, and something like Pulverizer is better for them.
You could try it with and without the sundials and see what happens. Note that I didn't say that was the best thing to do, but it was what I did :p It seemed to help me, or at least didn't hurt, but I could be wrong about that.
The other things I ditched fairly early were the boneyard/bonewall/fallen druid/empathic bond thing. That's a pretty major change to the core of the deck, though. I ended up going with steam machines and firefly queens for my main sources of damage.
To give you an idea of where I went with this, the cards in your list that I still have in my FG farmer (except upgraded) are the pillars, the gravity shields, the enchant artifacts, the firefly queens, 2/3 of the quintessences, the otyughs and the hourglasses. I'd probably still have the antimatters, but I was lucky enough to get 2 purple nymphs so I use those instead.