I may suggest:
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Swapping the pend's and Mark: This allows average and slightly-below-average draws to get a Spirit down on your 2nd turn instead of 3rd turn. This extra turn is critical many times against unupped competition to grow past basic CC range and get to the Adrenaline sweet spots one turn sooner. Basically, I would expect this to gain about 1 TTW.
-1 Spirit -1 Adrenaline +2 Staff: This change gives you at least a fighting chance against some of those "counters" you mention without really affecting speed (drawing a second or third spirit too early is hard to summon with a pend/Mark swap suggested above). That +5 healing every turn can be huge in a 3 or 6 turn MA stall of shields (+15 or +30 health can be huge against immortal attackers that avoid Freeze).
-2 Freeze +2 Crawler: Crawler has instant-adrenaline compatibility for a 1st turn on-the-board 12 ATK. The loss of a couple Freeze now means you will only likely have 1 in opening hand so use it a bit more carefully and selectively. This is a good way of removing Freezes that would likely be somewhat 'spare' when drawn and just slapped onto an opposing creature (dangerous or not) and replacing with speed/attack that may cut off a TTW every so many games.
In any case, enjoy the deck and have fun with whichever version(s) you use!
--Rob