The reason for 6 Hourglasses in the deck is to increase draw chance. Without at least one fairly early, you may be in big trouble. Sundials help a lot in finding that first one as long as you get
, and after that you may or may not need another one in play depending on how low your HP is. Counters are designed with maximum consistency in mind, so 6 HG's is a must. Also, you can blow as many as 7 UG's without Morte using Miracle, so permanent slots can never be a problem.
I wouldn't mind going -1 QP, +1 Air pend though, even though mathematically the difference between 3 or 4 in such a big deck with tons of drawing barely makes a difference. Sometimes you simply faildraw. Hell, now that I look at it, chances are higher you won't draw a Quint until too late.